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BRIDGE 



•'Soon as she spreads her hand, the aerial guard 
Descend and sit on each important card." 



BRIDGE 

ITS PRINCIPLES AND RULES 
OF PLAY 



BY 

J. B. ELWELL 



WITH ILLUSTRATIVE HANDS AND THE 
CLUB CODE OF BRIDGE LAWS 
ADOPTED NOVEMBER, 1902 

; > 

■j j > 

NEW YORK 



CHARLES SCRIBNERS SONS 
1903 



■ess 



Copyright, 1902, by 
J. B. ELWELL 

Published, April, 1902 



By Exchange 
ArWy and Navy Club 
JANUARY 16 1934 



PRINTING 



TROW DIRECTORY 
AND BOOKBINDING COMPANY 
NEW YORK 



TO HIS PUPILS 
AND TO 
ALL OTHERS INTERESTED IN 
THE GAME OF BRIDGE 
THE AUTHOR 
WOULD BEG LEAVE TO DEDICATE 
THIS BOOK 



PREFACE 



The main purpose which I have had in view 
in writing this book has been to provide my 
pupils with a simple and elementary work on 
Bridge. I have endeavoured to abstain from 
assuming a knowledge of Whist or Whist 
terms on the part of the reader, and have 
merely attempted to write a text-book which 
shall combine clear and concise statements of 
my rules, with a reason for and explanation 
of each one. These rules have stood the test 
of practical experiment by myself and others 
for the last five years, so that this statement 
of them will, I trust, be of benefit both to 
the beginner and to the advanced player. 



J. B. E. 



BRIDGE 



PLAYERS 

Bridge is usually played by four persons. 
If there are more than four candidates, the 
prior right to play is decided by cutting the 
cards. 

CUTTING 

This is done from a full pack of fifty-two cards 
which have been shuffled and spread face down- 
ward on the table. Each player draws a card. 
The four cutting the lowest cards play the first 
rubber. In cutting ace is low. The cards are 
also cut to decide partners, the two highest 
playing against the two lowest. The dealer is 
the player cutting the lowest card of all, and he 
has the choice of the seats and of the cards. 
Should the two players who cut the lowest 
cards draw cards of equal value, they must cut 
again to decide which shall deal. 

DEALING 

Before being dealt, the cards must be shuf- 
fled by the dealer and then cut by the player 
at his right. It is customary to play with two 
packs of cards, the dealer's partner shuffling, 

i 



2 



BRIDGE 



or making' up, for his right-hand adversary. 
The cards are dealt one at a time, from left 
to right, until all are exhausted, each player 
having thirteen cards. The last card should 
not be turned face up. There is no penalty for 
a misdeal. 

THE OBJECT OF THE GAME 

There are two separate scores to be played 
for — trick and honour scores. The trick score 
is credited to the side that wins more than six 
tricks ; the honour score to the side that holds 
the majority of the trump honours. The object 
of the game is to score more points than your 
adversaries, tricks and honours included. This 
is best done by winning a rubber. 

THE GAME 

The game consists of thirty or more trick 
points. All points in excess of thirty are 
counted by the side winning them ; but only 
one game can be won in a deal. Honours are 
a separate score and do not count toward win- 
ning the game. 

THE RUBBER 

The rubber is the best of three games. If the 
first two games are won by the same partners 
the third is not played. One hundred points 
are added to the total score of the side winning 
the rubber. 



BKIDGE 



3 



DECLARI NG THE TRUMP 

The hand may be played either without a 
trump, or a trump suit may be selected. 

The dealer has the option of making- a dec- 
laration or of passing that privilege to his part- 
ner. If the dealer passes the make, his partner 
must announce the trump. A trump once made 
cannot be changed at any time during the deal. 



TABLE OF TRICK VALUES 

{For each trick over six.) 



When 




are trumps each trick counts 


2 


When 


+ 


are trumps each trick counts 


4 


When 


♦ 


are trumps each trick counts 


G 


When 




are trumps each trick counts 


8 


When 
there 
are 


no 


trumps each trick counts 


12 



DOUBLING 

After the trump has been declared each ad- 
versary, in turn, may increase the value of the 
tricks by doubling. 

The leader — the player at the left of the 
dealer — has the first right to double. If the 
leader does not wish to double his partner may 
then do so. 



4 



BRIDGE 



REDOUBLING 
If either the leader or his partner has doubled 
the trump, the dealer or his partner may re- 
double, the player who has made the trump 
having the first right. This process may con- 
tinue indefinitely. Doubling or redoubling 
does not affect the value of the honours. 

THE DUMMY 
"When the value of each trick has been de- 
termined, and after a card has been led, the 
dealer's partner places his hand face upward on 
the table — the trump suit at his right — and the 
dealer plays both hands. The dealer's partner 
— the dummy — is not allowed to suggest, to 
touch or to play a card except at the dealer's 
bidding. It is the dummy's right, should the 
dealer refuse to follow in any suit, to endeavour 
to prevent a revoke. (See Conversation of the 
Game.) 

THE PLAY 
In the play of the cards the ace is high and 
deuce low. You must follow suit, but if you 
have no card of the suit led, you may either 
trump or discard. At no-trump the best card 
of the suit led wins the trick. 

THE CONVERSATION OF THE GAME 
In order to avoid giving partner informa- 
tion as to the character of one's hand, both the 
conversation of the game and its order should 



BRIDGE 



5 



be strictly adhered to. To find that the wrong 
person has announced the trump, or that a 
player has doubled out of turn, or that one has 
led without asking" permission, is most irritat- 
ing to the other players, and a severe penalty 
may often be exacted for such a mistake. The 
dealer may either declare the trump or say, " I 
pass." If the dealer passes, his partner must 
announce the trump. The leader may either 
double or say, " May I Lead,Partner ? " this in- 
dicates that he does not want to double, but 
wishes to give his partner an opportunity to 
do so. The leader's partner either says " No, I 
double," or " lead, please." 

The conversation is indicated in the follow- 
ing diagram. 



Spades,' 



or 



u I make it Spades. 




May I lead?" 



4 -Xo, I double," 



or 



A Leader 



B 



or 



44 1 double." 



Play, please." 



Dealer 



44 1 make it Hearts," 



or 



44 1 pass. 



6 



BRIDGE 



When the trump has been doubled the maker 
says, "I redouble or "I am satisfied." If 
the maker is satisfied his partner says, " I re- 
double," or "I am satisfied." In many clubs 
the conversation is somewhat changed and ab- 
breviated. "Pass." "Hearts." "I double." 
"I go over." "I redouble" or "I go back." 
" Enough," or a rap on the table to signify satis- 
faction. 

TO PREVENT A REVOKE 

If your partner refuses to follow suit, always 
ask, " Have you no (hearts), Partner ? " An 
error may then be rectified, but only before 
the trick has been turned and quitted or before 
another card has been led. 

SCORING 

The score consists of two separate counts : 
trick score and honour score. The trick score 
is made by the side winning more than six 
tricks in a hand. The honour score, by the 
partners who hold the majority of the trump 
honours. With a declared trump the honours 
are A K Q J and 10. At no-trump only the 
Aces count as honours. Doubling does not in- 
crease the honour score. 



BRIDGE 



7 



TABLE SHOWING VALUE OF HONOURS 



AT NO-TRUMP 






count 


30 


4 Aces 




u 


40 


4- Apttsj in nnp hnnrl 




u 


100 


WHEN TRUMPS ARE 




+ 


♦ 


¥ 


3 Honours count .... 


4 


8 


12 


16 


4 Honours count .... 


8 


16 


24 


32 


5 Honours count .... 


10 


20 


30 


40 


4 Honours in one band count 


16 


32 


48 


64 


4 Honours in one hand, oth 










in the partner's, count 


18 


36 


54 


72 


5 Honours in one hand count 


20 


40 


60 


80 



A Little Slam, winning twelve of the thir- 
teen tricks, adds 20 points to the honour score. 

A Grand Slam, winning all thirteen tricks, 
adds 40 points to the honour score. 

Chicane, a hand which is without a trump, 
adds the value of three honours to the honour 
score. 

Double Chicane, a player and partner hav- 
ing no trumps, adds the value of four honours 
to the honour score. 



8 



BRIDGE 



THE METHOD OF SCORING 

We. They. 



IOO § 

64 g 

4 

30 
24 


8 

40 
16 


18 


16 


12 






60 


8 | 
40 g 


8 


300 


148 


300 
148 




I52 points won. 



BRIDGE 



9 



After the rubber has been won the honour 
score and the trick score of each side are 
added, and the lesser total deducted from the 
greater. 

THE SCORE 

There is no part of the game of Bridge to 
which I would more urgently request the at- 
tention of the player than to a careful consid- 
eration of the state of the score. It is useless 
to attempt to play good Bridge without a knowl- 
edge of the score. If you blindly follow rules 
for making, doubling, and playing, without 
knowing exactly how many points you require 
to win the game as well as the number needed 
by your adversaries, you will needlessly lose 
many rubbers. 

Before you declare the trump look at the score to 
determine the number of points you must 
make in order to win the game. 

Know the score when you contemplate doubling. 

Never lead without knowing how many tricks 
you must make in order to SAVE the game. 

When you are the dealer outline your play to win 
the game; and if you find it impossible to 
win the game be sure to SAVE it. 



10 



BRIDGE 



THE DECLARATION 

While a few tricks may be dropped in the 
play of a hand, an unsound make may result in 
the loss of several hundred points. The im- 
portance, both of making the trump to the score 
and of considering the probability of securing 
an honour score, cannot be too deeply impressed 
on the player's mind. This, more than any 
part of the game, requires the exercise of sound 
judgment. The good maker has an enormous 
advantage over the weak one. 

Try to select the trump that will win the 
greatest number of points with a strong hand, 
and the one that will lose the fewest possible 
number with a weak hand. Be liberal and 
bold when behind in the game and conserva- 
tive and timid when ahead. 

In suggesting rules for the make this diffi- 
culty must be faced : the exercise of the best 
judgment in the world will not enable one to 
select the successful trump every time ; and 
players are apt to forget the many times a par- 
ticular make has won, and to be impressed by 
the one time the rule failed them. 

Follow consistently the laws for the make with 
a certainty that in the large majority of 
cases they will prove successful ; and digress 
from these laws only when the score war- 
rants 



BRIDGE 



11 



NO-TRUMP DECLARATION BY THE DEALER 

Provided the hand contain no large honour 
score in hearts or diamonds, it is evident that 
the no-trump declaration is more likely than 
any other to result in the gain of a large score ; 
the dealer should, therefore, first consider his 
chances of winning at no-trump. There is a 
large percentage in favour of the success of an 
original no-trump make. The dealer can see 
and combine his own with the dummy hand ; 
while his adversary makes the initial lead in 
the dark. The dealer can play false cards ; 
while the adversaries cannot afford to deceive 
each other. In short the dealer plays the hand 
with an exact knowledge of the cards that are 
held against him, and can take advantage of 
any error made, or any information given by 
the adversaries. As tricks are won by small 
suit cards in every no-trump hand, there is no 
method of estimating how many tricks your 
hand may be worth. The dealer, in declaring 
no-trump, may assume that his partner's hand 
will contain an average amount of strength. 
If the dealer is weak in one suit he is justified 
in counting on his partner's hand for some 
protection in that suit. The dealer should not 
declare no-trump when he is reasonably sure 
of winning the game or rubber with a trump 
suit ; neither should the dealer declare no- 
trump without an ace in his hand — unless the 



12 



BEIDGE 



score is very desperate and then only when 
his hand is exceptionally strong. 

RULES FOR THE NO-TRUMP DECLARA- 
TION BY THE DEALER 



Holding 



4 Aces. 
3 Aces. 

2 Aces and one other guarded suit, 
i Ace and three other guarded suits. 

1 long established black suit (A K Q 
x x x *) and one other Ace. 

GUARDED SUITS 
The following may be called guarded suits : 

KQx KJx Kx QJx Qxx 
WEAK NO-TRUMP MAKES TOTHE SCORE 

If the score warrants the dealer in taking a 
chance at a weak make, it is safer to gamble at 
no-trump than at a weak red declaration. At 
no-trump the dealer's partner has a wider field 
for assistance, as any one good suit will help. 

On the rubber game, with the score very much 
against him, the dealer should declare no-trump. 

2 Aces and a guarded Jack. 
2 Aces, one suit being A K. 
i Ace, a guarded K or Q and a K Q suit, 
i Ace and two guarded suits (K or Q). 
i long established black suit and a 

guarded King. 

* " x " signifies small cards. 



Holding 



BRIDGE 



13 



HEARTS 

In considering a heart make, the dealer 
should be influenced by the general strength 
of his hand and by the number of honours he 
holds in the trump suit. Hearts should always 
be declared with four or five honours in the 
hand irrespective of the strength of other suits ; 
the honour score will probably more than com- 
pensate for a possible loss of trick points. A 
heart declaration with less than two hon- 
ours is not advisable — unless the hand contain 
great length in the trump suit or great strength 
in the other suits — as the honour scores made 
against the hand will usually exceed its trick 
value. 

HEARTS IN PREFERENCE TO NO-TRUMP 

As it requires three odd tricks to win a game 
of thirty points without a trump, and but one 
trick more to win a game with a heart trump, 
the dealer will often have occasion to choose 
between the two makes. With a strong heart 
hand and a doubtful " no-trumper," or if the 
hand contain one unguarded suit, hearts should 
always be given the preference. As the adver- 
saries have the lead and the privilege of doub- 
ling, a weak suit exposes the hand to some 
danger at no-trump. 



14 



BRIDGE 



RULES FOR THE HEART MAKE 
The dealer should declare hearts : 

f 6 Hearts, including i honour and some 
protection in other suits. 
5 Hearts, including 2 honours and some 

protection in other suits, 
5 Hearts, including i honour with a 
Holding^ good five-card plain suit, or with 
strong protection in other suits. 
4 Hearts, including 3 honours and some 

protection in other suits. 
4 Hearts, including 4 honours, with or 
without protection in other suits. 



DIAMONDS 

As there are two declarations of greater value 
than diamonds, there is often a question as to 
the advisability of passing the make with a fair 
diamond hand and of giving partner an op- 
portunity to declare no-trump or hearts. The 
dealer should always make the trump diamonds 
holding four or five honours in his hand, irre- 
spective of the state of the score ; holding less 
than four honours the dealer must be influ- 
enced by the number of points that are neces- 
sary to win the game, and by the strength 
of his hand. Many players are prejudiced 
against an original diamond declaration when 
the score is love all ; and, while the writer be- 



BRIDGE 



15 



lieves it safer at this score to declare diamonds 
with a fair hand than to chance the uncer- 
tainty of a passed make, yet the make should 
be passed : — 

When behind on the first game — as 0-24. 
Having lost the first and with nothing scored on 

the second game. 
When nothing on the rubber game. 

In each of these positions, as the adversaries 
have the next deal and may win the game, it is 
imperative that you score thirty points. To 
accomplish this with a diamond trump it is 
necessary to win eleven of the thirteen tricks ; 
therefore, unless you hold a hand of more than 
the average strength, it is advisable to pass 
the make in hopes that partner can declare 
hearts or no-trump. 

If there is a question between a diamond 
and no-trump declaration, the latter is usually 
preferable ; for while the risk is greater the 
reward is double. 

A diamond make is advisable whenever there 
is a fair chance to win the game, as when but 
two or three odd tricks are needed. 



16 BKIDGE 



Holding 



RULES FOR THE DIAMOND MAKE 
The dealer should declare diamonds : 

( 6 Diamonds, including i honour and 
some protection in other suits. 
5 Diamonds, including 2 honours and 

some protection in other suits. 
4 Diamonds, including 4 honours, with 
or without protection in other suits. 

BLACK SUIT DECLARATIONS 

The score should be the one excuse for an 
original black declaration, and then only when 
comparatively sure of winning the game. Oth- 
erwise, when the hand does not admit of a red 
or a no-trump declaration, the make should be 
passed. 

CLUBS 

Clubs should be made originally only when 
the score is eighteen or more, and the hand 
strong enough, with slight assistance, to win 
the game. Clubs may be declared when there 
are four honours in one hand, providing the 
dealer has won the first game and is eight or 
more on the second. The trick and honour 
scores combined will count more than the 
average make, and with great help the game 
may be won. 

SPADES 

Spades may be made originally when six 
points or less are needed to win the game. 



17 



DEFENSIVE SPADE MAKES 
With a very weak hand some players advise 
a defensive spade make with the object of pre- 
venting partner's attempting a make which 
may prove disastrous. While much may be 
said in favour of an original black make under 
these circumstances, it is doubtful whether it 
pays; the adversaries are almost certain to 
double, and you eliminate the possibility of se- 
curing a large honour score and of winning the 
game on that deal. The one time that a defen- 
sive spade make might be justifiable is when 
you are a game to the good and do not wdsh to 
lose the advantage which this position offers. 

SYNOPSIS OF THE MAKES 
The dealer should declare 

NO-TRUMPS, 

4 Aces. 
3 Aces. 

2 Aces and a guarded K or Q. 
Holding J i Ace and a guarded K or Q in three 
other suits, 
i long established black suit (A K Q 
xxx) and one other Ace. 
The dealer should NOT declare no-trumps 
With a strong heart and a doubtful no-trump hand, 

Or 

When the game can be won with a trump suit. 



18 



BKIDGE 



V HEARTS. V 



6 Hearts, including i honour, and some 

protection in other suits. 
5 Hearts, including i honour, with a 
good five-card plain suit or with 
strong protection in other suits. 
Holding <J 5 Hearts, including 2 honours, and some 
protection in other suits. 
4 Hearts, including 3 honours, and some 

protection in other suits, 
4 Hearts, including 4 honours, with or 
without protection in other suits. 

The dealer should NOT declare hearts 



Holding- 



5 Hearts, including 1 or without 

honours [protection 

4 Hearts, including 3 hon- jin other 
ours / suits. 



♦ DIAMONDS. ♦ 



Holding 



6 Diamonds, including 1 honour, and 
some protection in other suits. 

5 Diamonds, including 2 honours, and 
some protection in other suits. 

4 Diamonds, including 4 honours, with 
or without protection in other suits. 



The dealer should NOT declare diamonds 



BRIDGE 



19 



When behind on the score, unless there are 4 hon- 
ours, or 7 or 8 tricks, in the hand. 

When to 24 on the first game. 

Having lost the first and on the second game. 

When on the rubber game. 
The dealer should NOT declare clubs 

Unless his score is 18 or more points, and the 
hand strong enough to win the game. 
The dealer should NOT declare spades 

Unless his score is 24 or more points, and the 
hand strong enough to win the game. 

PASSED MAKES 

The dummy hand, in declaring the trump, 
should keep in mind the rules suggested for 
the dealer, and, at the same time, be governed 
in his choice by the state of the score, by the 
general strength of his hand, and by the deal- 
er's acknowledged weakness. When the make 
has been passed, one must infer that the dealer 
has not a strong hand, neither has he much 
strength in the red suits. While the latter in- 
ference may be doubtful, the dealer often pass- 
ing a fair diamond hand, it is dangerous to 
declare no-trump without protection in the red 
suits, and the declaration may result in a dis- 
astrous loss. 

The following suggestions may prove useful : 

The fact that your hand is exposed gives the ad- 
versaries an opportunity to take advantage 
of its weak points. 



20 BRIDGE 



A no-trump make that is weak in the red suits, 
unless justified by the score, is unsound. 

A no-trump make that is weak in Hearts is lia- 
ble to be doubled. 

When a game ahead be conservative. When a 
game behind be bold. 

Endeavour to prevent the adversaries from win- 
ning the first game on your deal. When the 
adversaries have won a game and have the 
first deal on the second, they hold an advan- 
tage you will find most difficult to overcome. 

If your hand is worth less than four tricks don't 
make the trump red. 

If your hand is worth less than four tricks make 
the trump to lose as little as possible. 





EXAMPLES OF ORIGINAL 


MAKES 






XO-TRUMTERS 


WITH 3 ACES. 








♦ 








A 


IO 5 3 


A J 9 


K S 


A 10 6 


5 


A 


K 


Q IO 6 4 2 


A J 6 5 3 


A 




S 


5 4 


A S 3 


A 3 2 


A 9 7 


5 




WITH 


2 ACES AND 


2 GUARDED SUITS. 






+ 


♦ 




V 




A 


K 


K Q J S 4 


K 9 5 


A 8 3 




A 


7 6 3 


K J x 


Q J 3 


A IO 9 




K 


Q IO 5 4 


A 


K 5 4 


A 8 7 


4 


A 


K Q 


A 9 


Q 9 7 6 5 


Q 10 8 




A 


IO 3 


Q IO 5 3 


A 9 6 


Q 9 6 




Q 


J IO 9 


A 7 


J IO 8 6 


A 10 2 





BRIDGE 



21 



WITH 2 ACES AND 1 PROTECTION. 



+ 


♦ 




¥ 


K J 8 7 o 


I o 

J o 


A 6 


A K 9 6 


A 9 8 


A 8 6 


K J 4 3 


8 5 4. 


A Q 7 


K J IO 4 


Q 5 


A Q J 5 


A K J 8 


A Q 


Q 9 7 6 


104 2 


A 9 6 


104 


K IO 8 6 


A J 6 2 


A J 4 


9 5 


A IO 2 


Q IO 9 6 5 


A IO 8 6 5 


A Q 3 


8 


Q JI0 4 


WITH 1 ACE AND 3 PROTECTIONS. 




♦ 




¥ 


A 5 4- 


K 8 


KQ984 


K Q 3 


Q J 3 


A 3 2 


K 7 6 5 


K IO 4 


A 10 4 


A J IO 


Q J 3 


K 9 8 7 


Q 9 6 


K J 8 


A K 8 


J IO 8 4 


A Q 5 


Q74 


K 9 5 3 


Q IO 9 




DOUBTFUL 


NO-TRUMPERS. 




+ 


♦ 




¥ 


J 9 7 3 


A IO 9 4 


J 5 


A 9 6 


IO 6 


A Q 5 


A IO 7 2 


J IO 8 3 


IO 5 


A Q 6 4- 


J 8 6 


A K 9 6 


A J 5 3 


K 8 2 


8 6 


K Q 7 2 


9 


A J IO 


Q IO 8 6 4 


K J 8 6 


8 


IO 9 


A K Q 9 7 6 4 


K IO 4 


A K Q 9 5 




J IO 5 3 


Q IO 8 6 


HEARTS, NOT " NO-TRUMPS. 


» 


¥ 




♦ 




KQI054 


A K Q 


2 A 


5 4 3 


A K Q 8 6 


Q 


A Q 5 A K Q 4 


A K J 9 


KJ853 Q Q J 8 


Q J IO 9 7 


6 A 7 6 


A A 


5 3 


A Q J 9 7 


A J 9 8 


6 K x Q 




AKI096 


A 8 7 6 


5 4- K 


9 


K J IO 7 2 


A 8 6 


Q84 KIO 



22 



BRIDGE 



BAD "RED" MAKES. 



+ 


♦ 


♦ 


V 


8 6 


9 8 7 


J 5 4 


J IO 7 6 5 


IO 9 5 3 


IO 6 


5 4 3 


A K Q 4 


Q 7 5 


J IO 2 


6 2 


J 8 6 4 3 


6 4 3 


KI07 63 


8 6 


J 9 7 


9 4 3 


6 2 


9 8 7 


QI0 7 54 


Q 6 3 


IO 7 3 


6 4 2 


K Q J 7 



DOUBLING 

If you — being the leader or his partner— are 
reasonably sure of the odd trick, it is decidedly 
to your advantage to increase its value ; but to 
double " just for a gamble" rarely pays ; it often 
results in a redouble, and you are apt to find 
the sport expensive and your partner very dis- 
agreeable. 

In order to double with any degree of suc- 
cess, you must consider the state of the score, 
the possibility of a redouble, and your posi- 
tion in regard to the maker. Above all things, 
depend on your own hand and don't expect 
your partner to take most of the tricks. 

My advice to a beginner is : Be cautious and, 
until you have learned to value your hand, be 
satisfied with the number of points you can 
make without doubling. 

ESTIMATING THE VALUE OF A HAND 

To determine the probable trick-taking value 
of your hand, count each Ace and King as a 
trick, and add to these the number of tricks 



BRIDGE 



23 



you can take in the trump suit. Queens count 
only as possible tricks, as the third round of a 
suit may be trumped. 

In determining the number of tricks you can 
take in the trump suit you must remember that 
it makes a great difference on which side of 
you the trump strength lies. For instance, 
holding Ace, Queen, and ten of trumps, if you 
play after the maker, you will probably get 
three tricks ; but if the maker plays after you, 
your trumps can be led through, and you may 
make but one trump trick. 



If you play after the maker, 



J 


X 


X 


X 


of trumps are 


worth 1 trick 


Q 


X 


X 




<( n <( 


" 1 " 


Q 


J 


X 




CI CC ii 


" 1 " 


Q 


J 


X 


X 


CC it cc 


u 2 « 


K 


Q 


X 




(( CC CI 


" 2 " 


K 


J 


X 




CC CC (C 


" 2 " 


K 


Q 


IO 


X 


CC C ( CC 


" 3 " 


A 


Q 


IO 




CC CC CC 


" 3 " 


A 


IO 


9 


7 


2 " " 


« 3 u 



RULES FOR DOUBLING 

To double spades, you should hold in your hand 

4 tricks and a possible 5th. 
To double hearts, diamonds, or clubs, you should 

hold five tricks and a possible 6th. 
To double " no-trumps,' 9 you should hold 6 tricks 

and a possible 7th. 



24 



BKIDGE 



Be careful about doubling " no-trumps," un- 
less you hold a long established suit. Your 
adversary may have seven tricks in his long 
suit, and it is hard to discard from a " good all- 
round hand." 

Spades may be doubled when weak in 
trumps ; but, to double hearts, diamonds, or 
clubs, you should have some trump strength. 

When doubling remember 
That you show the dealer where the strength lies. 
That you stand a better chance of winning the 

odd trick by not exposing your strength. 
That when the "maker " is on your right, you 

have the advantage that your trumps are 

over his. 

That when the " maker " is on your left you are 
at a disadvantage; his trumps are over 
yours. 

That it is a good time to double when the odd 
trick wins the game for your adversaries, 
and does not win it for you. 

That it is a poor time to double when the odd 
trick wins the game for you and does not 
win it for your adversaries. 

That with a doubtful hand it is better to be satis- 
fied with what you can make without doub- 
ling. 

That if you double "no-trumps" your partner 
will lead you his best heart* 



BRIDGE 



25 



THE LEAD WHEN PARTNER HAS 
DOUBLED 

When your partner has doubled, the opening 
lead must depend greatly on the scheme you 
adopt for the play of your hand. It is a mis- 
take to suppose your partner wishes a trump 
led EVEKY time he doubles. On the contrary, 
spades — when doubled — are seldom led by 
good players, unless with a strong hand, until 
they have gained information to justify the 
trump lead. 

The majority of hands will be covered by the 
following rules : 

If spades have been doubled and you hold four or 
more trumps you should usually lead trumps. 
It is fair to assume that your partner has 
doubled with a good suit hand. 

Lead trumps if you are weak in spades, but hold 
a strong suit hand. Your partner has prob- 
ably doubled with trump strength. 

If hearts, diamonds, or clubs have been doubled 
and dummy is the " maker " it is usually 
good play to lead trumps ; that is, when you 
have no short suit and so are unable to use 
your trumps for ruffing. 

If possible lead to take the first trick. After you 
have seen the dummy you are in a position 
to judge as to the advisability of the trump 
lead. 



26 



BRIDGE 



When hearts, diamonds, or clubs have been doub- 
led and the dealer is the maker, it is not 
sound play to lead trumps. You would place 
your partner in a bad position by leading up 
to the dealer's declared strength. 

When leading trumps always lead the top of two 
or three and the lowest of four. 

HEART CONVENTION 

When you have the first lead and your part- 
ner has doubled a " no-trump " make you are 
expected to lead your highest heart. As there 
are very few hands where it is advisable to 
double " no-trump " on general strength, it is 
necessary for the leader to know what suit to 
lead when his partner has doubled. 

When the leader holds an A K or an A K Q 
suit he should first lead the K of that suit and 
then his highest heart. 

WEAK-SUIT CONVENTION 

In England and in some parts of this country 
the leader tries to guess his partner's suit by 
leading the one in which he himself is weakest. 
While this convention affords many more op- 
portunities of doubling, it is not nearly so safe 
as the heart convention. There is about an 
even chance that the weak suit led will put the 
dealer or the dummy hand in the lead. 



BRIDGE 



27 



THE NON-DEALERS PLAY AGAINST A 
DECLARED TRUMP 

The principles of play adopted against a 
trump and against a no-trump declaration are 
entirely different ; and it is for this reason that 
Bridge is confusing to the beginner. 

The important principles that govern the 
play against a trump declaration are : 

To hold the lead in order to see the dummy hand. 
To make high cards before they can be trumped. 
To give your partner information. 

The importance of first seeing the thirteen 
cards in the dummy is self-evident. The play 
of an entire hand is often influenced by the 
cards in the dummy ; therefore, if you can win 
the first trick, you are in a better position on 
the second lead to play your own and your 
partner's hand to advantage. 

These combinations should be selected in 
their order for the original lead without refer- 
ence to the length of the suit. 

A K Q 
A K 

Ace from any other combination except A Q with 
one or two more, 

K Q J 
K Q 
Q J IO 

As the maker, more especially if the trump 
is red, has shown strength, your first consider- 



38 



BRIDGE 



ation should be to save the game. This is best 
done by leading your Aces and other high 
cards before the dealer has a chance to discard 
and to trump. This is particularly true when 
there is an established suit in the dummy 
hand ; for then the dealer may be able to ex- 
haust trumps and discard his own losing cards 
on this established suit. 



ORIGINAL LEADS AGAINST A 
DECLARED TRUMP 



FROM 


LEAD 


A K Q 
A K 


King, then Queen. 
King. 


K Q J and others. 
K Q 


King. 


Q J IO 
Q J 9 


Queen. 


K J IO 


10. 


A x x x or more. 
A J x x 
A Q J x 
A Q x x x 


Ace, then small one, 

u 4; 44 44 

Ace, then Queen. 
Ace, then small one. 



BRIDGE 



29 



When opposed to the dealer, aim to give 
your partner as much information as possible. 
You certainly cannot expect to gain much by 
deceiving the dealer — he knows what is held 
against him — and it is a decided advantage for 
your partner to know where certain cards are 
and to understand what you are trying to do. 
The best method of indicating the cards you 
hold is to adhere strictly to the correct lead 
from each combination of cards. 

From all other combinations, such as 



lead the 4th best card. 



K J 7 5 
K 8 6 2 
Q 9 7 5 
J 6 5 2 
10 8 6 3 

Don't lead low from suits headed by an Ace. 
The lead of an Ace followed by the King shows 

no more of that suit. 
The lead of a King indicates the Ace, the Queen, 

or both. 

With any three honours in a suit, your lead is 

always one of the honours. 
Holding but 3 or 4 cards in any of the following 

suits avoid leading if possible. Wait until 

they are led to you. 

A Q x x 

A J x x 

. K J x x 

K x x x 



30 



BRIDGE 



If in any doubt as to your lead select your 
longest and strongest suit and lead the 4th 
best. 

WHY THE 4TH BEST CARD IS LED 

There are two reasons for leading the 4th 
best card of your long suit. 

To show partner how many cards you hold in the 
suit. 

To show partner what you have in the suit. 

If you lead 4th best and afterward either 
discard or play a smaller one, your partner will 
know that you originally held more than four 
cards in that suit. The lead of a deuce, for in- 
stance, shows but four cards in the suit. Your 
partner, by applying the " Eule of Eleven," can 
very often tell the exact combination of cards 
from which you have led. 

THE RULE OF ELEVEN 

Deduct the size of the card led from eleven, 
and the difference will show how many cards 
HIGHEE than the one led are held outside the 
leader's hand. If, for instance, your partner 
lead an eight spot, the dummy having the 
queen and you holding A 10 x of the suit, as 
you see three cards above the eight, you know 



BRIDGE 



31 



the dealer cannot play higher and that your 
partner must have led from K J 9 8. 



Q 6 2 (1 1 -8 = 3) 



A104 




This rule is especially important at "no- 
trump " ; but players should not give it much 
attention unless the card originally led is 
higher than a five. 

If your partner has had the original lead, 
and you have taken a trick, either make your 
high cards or 



LEAD UP TO WEAKNESS 

Weakness means no high cards, and leading 
up to, is making a person play fourth in hand to 
a trick. By leading a suit in which dummy 
has weak cards, you may enable your partner 
to win a trick cheaply. Whenever the dummy 
hand is on your right you should take this ad- 
vantage of its weakness. It is sometimes good 
play to lead a card higher than the dummy's 
best. This, if the card you lead is not cov- 
ered, gives your partner a chance to pass the 
trick. 



32 



BRIDGE 



EXAMPLES OF OPENING LEADS 

THE CARD IN RED INDICATES THE LEAD. 
(Hearts) Trump Declared by Dealer. 



Holding the Lead. 







♦ 


+ 


Q 


6 2 


K J 7 6 


A 


K 


Q 6 2 


8 








7 


5 


A K 4 


A 


9 


7 5 2 


6 


4 


2 




5 


3 2 


9 8 6 2 


K 


J 


6 2 


A 


K 






8 




A Q 8 7 6 3 


K 


7 


6 


Q 


9 


8 




IO 


4 


A 8 


A 


J 


7 6 3 2 


9 


6 


2 




7 


5 


A Q J IO 9 2 


5 


3 




9 


7 


4 




Q 


9 


IO 7 5 


K 


J 


9 3 


A 


8 


6 


5 


J 


IO 3 


A 9 6 


IO 


7 


6 4 


J 


4 


3 




6 


4 2 


8 7 4 


A 


J 


8 4 


9 


6 


2 




9 


5 4 


A 7 


K 


8 


7 3 


A 


Q 


6 


2 


J 


7 5 


8 6 5 2 


A 


IO 




9 


7 


4 


3 



Leading from a Sequence. 



9 


2 




K 


Q 


J 8 5 


2 


A J 


7 






A 


4 




J 


8 


7 


9 








Q 


J 


9 6 


2 


Q 


4 


2 


Q 


8 


4 


A 


Q 


3 




A 7 


3 






Q 


J 


IO 4 


A 


J 


3 


K 


Q 


J 




7 5 


3 


2 




K 


9 


7 


K 


9 


4 


A 


7 


6 




Q 


7 


5 




K 


8 


6 


K 


7 


4 


Q 


J 


IO 




IO 7 


4 


2 




8 


6 


3 


9 


8 


6 3 


K 


Q 


J IO 




A 9 


6 


2 




5 







BRIDGE 



33 



Leading from Long Suits. 





♦ 


+ 


K 5 
Q 7 4 
9 5 
8 3 2 
J 7 6 5 
A J 8 6 
J IO 
4 2 
K 6 

Q IO 7 6 


IO 6 2 
A Q 5 
A J 2 
Q 8 7 4 
8 

J 4 
A J 6 
K 8 4 
7 5 2 
J 9 4 


Q IO 9 6 5 
IO 7 4 3 
9 8 6 2 

9 6 2 
A 4 2 

10 9 7 6 2 
A Q 7 5 

K J IO 7 5 
9 8 4 
A 5 


J 8 7 

K IO 3 

K IO 7 4 

IO 6 3 

K IO 6 5 3 

3 2 

Q J 4 2 
A J 3 
Q J 9 6 2 
K IO 8 4 


Leading from Short Suits. 


9 4 3 
J 4 2 
9 6 4 
A 9 5 
7 4 3 2 
A Q 2 
K 5 3 
9 8 6 
Q 7 4 
A 6 2 


A J 9 4 
Q 7 4 
IO. 6 4 2 

8 6 

8 

K J 7 4 
J IO 4 
A Q 9 8 
A J 9 6 

Q 


9 

K 8 7 6 5 
A 4 3 
IO 6 4 3 
9 7 6 4 2 
J IO 
K 9 7 
IO 

K Q 

K 8 6 4 3 


A Q 8 6 

J 9 

Q J 5 

J 9 5 2 
Q 6 3 
K 9 6 3 
Q 7 6 3 

J 9 5 3 2 
K J 7 3 

J 9 4 2 


(Hearts) Trump " Passed Make." 


J io 

8 5 2 
4 3 

J 4 2 
Q 6 

Q 

Q 6 2 

9 4 3 
K 8 5 

8 7 

9 8 


K 9 8 6 
A Q 7 3 
K 9 4 2 
IO 6 

Q 7 4 3 
K 8 5 2 
A 5 

A Q 7 6 5 
K 9 7 4 
Q 6 3 
A Q 6 3 2 


A Q 7 
K J 6 
Q IO 7 6 
Q IO 9 4 2 
K Q IO 
Q 8 3 
K IO 7 5 2 
J 9 
Q J 

K J 9 3 
Q J 6 2 


K 6 4 2 
A J 8 
J 9 4 
Q 8 3 

8 6 4 2 

A Q 5 4 3 

9 7 4 
K 8 6 

K 9 4 3 
A 8 6 5 
K 7 



34 



BRIDGE 



AFTER THE FIRST TRICK 

After you have led and have won the first 
trick, examine the exposed hand carefully ; 
then either continue with the suit led originally 
or lead through strength. 

LEADING THROUGH STRENGTH 

The beginner will appreciate the fact that 
strength in a suit consists of high cards, but is 
apt to find the term "leading through'* diffi- 
cult to understand. Leading through means 
to make a person play second in hand to the 
trick. You always lead through your left-hand 
adversary. 

The object of leading through strength is to 
help your partner make his high cards by giv- 
ing him the advantage of playing after the ex- 
posed hand. 

Holding a sequence of two or more cards, headed 
by a Queen, Jack, or Ten, when there is an 
honour in the dummy it is good play to lead 
the highest card. If the dummy does not 
cover this lead, it gives your partner an op- 
portunity to pass the trick. 

Holding one or two high cards of dummy's strong 
suit that are not in sequence, avoid leading 
the suit. Wait until dummy leads to you. 



BRIDGE 



35 



Don't lead through strength when dummy holds 
a sequence of three or more cards, as 

A K Q 
K Q J 
Q J 1 

Holding a high card or cards in a suit in which 

the dummy is weak, avoid leading that suit. 

Try to put your partner in the lead, so that 

he may lead it to you. 
Holding no high cards in the suit, the following 

combinations should be led through : 

A Q x 
A J x 
A x x 
K Q x 
K J x 
K x x 
Q x x 

Holding a sequence of two or more cards the fol- 
lowing combinations should be led through : 

K x x 
K x 
Q x x 

FORCING 

Judicious forcing will do more than any- 
thing else to break up a strong trump hand. 

Forcing means making a player trump — the 
object being to weaken his hand. 

It is good play to force the strong trump 
hand. 



36 



BRIDGE 



When the strong trump hand holds no more cards 
of your long suit, do all damage possible with 
it. Unless trumps are out, the suit is of no 
other use to you. 

It is bad play to force the weak trump hand. 
Unless you can make the strong hand trump 
it is better to stop leading the suit. 

Do not lead a suit that will allow the weak hand 
to trump and the other hand to discard ; the 
adversaries take the trick and get rid of a 
losing card. 

It is too late to force when the dummy has an 
established suit and the dealer has the last 
trump or trumps. Make what you can be- 
fore giving up the lead. 

When the weak hand can ruff your suit, it is 
sometimes good play to lead trumps ; but 
only when, in doing so, you are leading 
trumps through the strong hand, and when 
you have some protection in the other suits. 

SHORT SUITS 

There are two lines of play that may be fol- 
lowed to make tricks against the dealer. The 
first — to make your high cards — has been ex- 
plained. The second is to make your small 
trumps by ruffing. 

When you have no high card lead, or if you 
are anxious to be led up to, it is often good 



BRIDGE 



3? 



play to throw the lead and, at the same time, 
to try to make your small trumps. This can be 
done by leading a short suit. 

A short suit is a suit of less than four cards ; 
but the term is commonly used to denote a 
singleton or a two-card suit. 

In order that your partner may understand 
that you are leading a short suit (and not the 
fourth best card of a long one) it is customary 
to lead the highest card. (If you are forced 
to open a suit with K J x, K x x or Qxx, the 
low card should be led.) 

To detect a short suit apply the " Eule of 
Eleven." If there are (in your hand and the 
dummy) more higher cards than the rule al- 
lows, the lead cannot be the fourth-best card. 

Under the following circumstances a short 
suit should not be led. 

If you hold four trumps, including any one hon- 
our, don't lead a short suit. Your best play 
is to open your long suit and force the dealer 
to trump. In this way you weaken the 
dealer's hand and you may prevent his 
bringing in his long suit or you may even 
establish and make your own. 

If the make has been passed, don't lead a short 
black suit. It is natural to suppose that the 
dealer is strong in black suits — if in any — 
and you would be leading up to declared 
strength. 



38 



BRIDGE 



If you can take the first trick, do so and then 
judge of the advisability of the short-suit 
lead. 

THE DISCARD 

There is considerable discussion and a wide 
diversity of opinion among Bridge Players as 
to the best suit to throw away. You should, 
therefore, before playing, ask your partner 
which method he adopts. Some advantage 
may be claimed for each theory of discard ; but 
the main object of them all is the same — to in- 
dicate to partner the suit you wish led and at 
the same time protect any honours you may 
hold in other suits. 

The three different discards used by Bridge 
Players are : 

Strength, both with a trump and at " no-trump. " 
Strength, with a trump and weakness at " no- 
trump.' 1 

Weakness, both with a trump and at " no-trump." 

The discard of strength with a trump and 
weakness at "no-trump " is the one most com- 
monly used. This discard of weakness at "no- 
trump," while it has the advantage of saving 
all the cards of the long suit, which you may 
make, has also several disadvantages. 

To show your suit absolutely you need two dis- 
cards. 



BKIDGE 



39 



In order not to deceive your partner it may- 
be necessary to unguard honours, such as 
J x x x, 10 x x x, Q x x, or even K x. 

By discarding weakness you show the dealer 
against which hand to finesse. 

The writer, after the analysis of many thou- 
sand hands, believes that at " no-trump " the 
first discard from strength, i.e., the long suit or 
the suit you wish partner to lead, is the safest 
and best, both for protecting the hand and for 
showing the suit beyond possibility of mistake. 

The main advantages of the strength discard 
are : 

It takes but one discard positively to show the 
suit wanted. 

You can protect the high cards in your weaker 
suits without deceiving your partner. 

It does not show the dealer so clearly on which 
side to take a finesse. 

By showing your suit earlier in the hand, you 
enable your partner to discard to better ad- 
vantage. 

There are but few " no-trump " hands in 
which it is possible to make all the small cards 
of one's suit against the dealer — unless it be the 
suit first opened. Occasionally the suit in 
which the dealer is weak in both hands will be 
made ; but more often this suit is never brought 



40 



BRIDGE 



in, because the adversaries do not know the 
cards they hold in the two hands. 

For years whist authorities have agreed that 
with trump strength declared against you the 
first discard should be from strength. Why, 
then, when strength in all of the suits has been 
declared, should not the strength discard be the 
best defensive discard for the majority of bridge 
hands'? In order not to lose an opportunity 
of making all of the long suit, players will con- 
tinually unguard cards in the weak suits which, 
if properly protected, would win tricks; and 
when using the weak suit discard these cards 
must be unguarded in order to show partner 
your suit. 

There may be an occasional trick lost by dis- 
carding from strength at " no-trump," but there 
are so many tricks thrown away by unguarding 
honours in weak suits, and so many games and 
rubbers lost by guessing the wrong suit, that 
Bridge Players will find the strength discard 
will save more and lose less than any other 
discard. You do not expect to win on your 
adversaries' make ; you hope to prevent their 
winning a large score. 

If you have once led, you have shown your 
strength, and may then discard from any suit 
you wish. 

Discard only once from your strength, and 
then as the situation and the hand warrant. 



BRIDGE 



THE REVERSE DISCARD 



41 



In discarding, the play of a high and then a 
lower card reverses the original meaning of the 
discard. If you adopt the strength discard, 
and wish to throw away your weak suit at " no- 
trump," do so by discarding first a high and 
then a lower card. If you use the weak dis- 
card and wish to throw away your strong suit, 
discard first a high and then a lower card. 

The reverse discard should be used only 
when it is clearly shown that two discards can 
be made. 

HINTS ON DISCARDING 

Watch the dealer's discards and protect the suit 
that he is saving. 

After you have led or shown your suit, the dis- 
card of a high and then a lower card in an- 
other suit shows command of the second suit. 

The discard of an Ace shows great strength in 
the suit. 

If a spade declaration has been doubled by you 
or your partner — and especially when either 
of you has indicated strength by leading 
trumps — the first discard should be from 
weakness. 

In discarding at " no-trump," don't throw away 
all the cards of one suit: it exposes your 
partner's hand, and makes it easy for the 



42 BRIDGE 



dealer to tell how that suit is placed. Be- 
sides, you may need one card of that suit to 
put your partner in the lead. 

Save at least one card of your partner's long suit, 
unless you are forced to give it up in order 
to protect your hand. 

After you have led or shown your suit your dis- 
card should be from weakness. 

If your partner is discarding from weakness, pro- 
tect the suit that he is throwing away, if 
you can. 

If forced to protect honours in other suits, don't 
be afraid to unguard honours in the suit in 
which partner is strong. 

NON- DEALER'S PLAY 

Second Hand 

In determining the card to play second in 
hand, yon will find it a great assistance to ask 
yourself why the dealer is leading that suit. 
You can usually infer from the dummy's cards 
and your own hand what the dealer must hold 
to have led the suit. 

Cover an honour with an honour. This should 
always be done holding a perfect or an im- 
perfect fourchette (a card higher and a card 
lower than the one led). An honour should 
be covered when by so doing you hope to 
make a card good in your partner's hand. 



BRIDGE 



43 



Don't cover holding a K, Q, or J three times 
guarded, unless your next best card is a nine 
or better. 

Don't hesitate. By hesitation a player often 
shows the dealer how to play his cards. 
Play quickly, and if there is any doubt as to 
your play, play the lowest card you hold. 

If the dummy has a tenace over your cards or 
can take any card you hold, play low ; let 
the dealer do the guessing. 

Holding any two or more honours in sequence, 
play the lowest honour of the sequence. 

A K K Q 

Q J J IO 

Beat the dummy. When the dealer leads, it is 
usually advisable to play a card higher than 
the best in the dummy. 

If you hold ace and ethers of the suit which the 
dummy leads, and the trumps are all against 
you, play your ace second in hand. If you 
wait, your ace may be trumped. 

Third Hand 

In this position your play should be guided 
by a knowledge of the leads, an application of 
the " Rule of Eleven," and a close observance 
of the dummy hand. 

Unless you hold two or more honours in sequence, 
play your highest card. The object of doing 



44 



BRIDGE 



this is either to win the trick, or, by forcing 
a still higher card from your adversary, to 
make a card good in your partner's hand. 
Do not deceive your partner by playing an un- 
necessarily high card. Holding any two 
honours in sequence, play the lower. 

Finessing on Partner's Lead 

When the dummy holds no honour, it is not 
good play to " finesse against your partner." 

If you hold K J or A Q, by playing any card 
but the best you not only give the dealer an 
opportunity to make a trick, but you run the 
risk of losing your own high cards in that suit. 
If, however, the dummy holds an honour, K or 
Q, and you hold A and J of the suit, you are 
justified in finessing the J, hoping your part- 
ner holds the missing honour. At " no-trump " 
— when the dummy holds an honour — it is cus- 
tomary to finesse much deeper, hoping to catch 
the honour exposed on the table and so es- 
tablish partner's suit. 

THE ECHO 

Some players use the echo only when they 
can trump the third round of a suit. 

The echo is a signal used by Bridge players 
to show ability to win the third round of the 
suit either with a trump or a high card. 



BEIDGE 



45 



If your partner leads the K and then the A when 
you hold only two cards of that suit, show 
you can trump the third round by playing 
first the higher and then the lower. 

If you hold the Q and your partner leads the K 
and A, show in the same manner that you 
can win the third round of the suit. 

Don't echo with an honour ; it may deceive your 
partner. 

At 1 1 no-trump " the echo is used to encourage 
partner to continue that suit. 

On a doubled spade, if your partner leads a high 
trump, echo with three by playing the inter- 
mediate trump to the first round. 

THE DEALER'S PLAY WITH A 
DECLARED TRUMP 

In playing the two hands, the dealer must 
take advantage of any information he can gain 
from the leads and plays of the adversaries ; 
and, in return, try to convey a false impression 
of his own hand. Above all, the dealer should 
know the score and estimate the number of 
tricks he must take to win the game ; always 
bearing in mind that if he cannot win the 
game, he should try to prevent the adversaries 
from so doing. 



46 



BRIDGE 



LEADING TRUMPS 

One of the worst faults of the beginner is re- 
fusing to lead trumps. When you hold seven 
or more trumps in the Wo hands, usually lead 
them. If you hold commanding suit cards, 
the trump lead will prevent their being ruffed. 
When you have no suit to make the lead will 
establish your trump suit. If you hold high 
cards that should be led up to, lead trumps to 
throw the lead and to compel the adversaries 
to lead to you. 

Arrange to lead your trumps advantageously — 
from the weak hand to the strong. 

After trumps are exhausted, try to clear or estab- 
lish the longest suit in the two hands. 

It is usually good play to draw two trumps for 
one ; but when the best trump is against you, 
do not waste two of yours to get it out. 

Lead the losing trump only when you have an 
established suit and a sure re-entry. 

When you hold one or more trumps and a losing 
card, always lead the trumps. This will 
force the adversaries to discard and they 
may not save the right suit. 

Aim to discard your losing cards from the one 
hand, on the commanding cards in the other. 

With a weak hand you are more likely to make 
your high cards if you put your adversaries 
in the lead. 



BRIDGE 



47 



Not Leading Trumps 

The exception to the trump lead is when the 
weaker of the two trump hands contains a 
short suit and can ruff; then, before leading 
trumps, allow the weak hand to trump your 
losing" cards. 

Unless a cross ruff can be established, it is 
usually bad play to weaken your strong trump 
hand by forcing it to ruff. If you do this, you 
will find it difficult to exhaust trumps from the 
adversaries' hands and to make any command- 
ing suit cards you may hold. 

If your adversary has doubled, be cautious 
about leading trumps. It is good play to lead 
through the doubling hand ; but bad play to 
lead up to it. 

THE NON-DEALER'S PLAY OF A "NO* 
TRUMP" HAND 

With a declared trump you aim to make your 
high cards ; but at no-trump the high cards 
take care of themselves and you must try to 
establish your small cards. 

If you are the leader at "no-trump/' open 
your longest suit. Save the high cards of 
your other suits for re-entry and try to estab- 
lish the small cards of your long suit. 

Don't lead your aces and kings to take a look at 
dummy; later in the hand you will need 
them to get the lead and bring in your es- 
tablished suit, 



48 



BRIDGE 



The majority of "no-trurap" makes are 
strong in three suits. Your long suits may be 
the weak spot in the dealer's hand. 

Try to infer, from the dummy hand and your 
own, the high cards the dealer must hold to 
have declared " no-trump." You will be sur- 
prised to find how many times an inference 
thus drawn will enable you to play your hand 
to advantage. 

Having started your long suit, usually the 
best play is to continue that suit until it be- 
comes established, especially if you hold one 
or two re-entry cards. 

Don't change suits unless your suit is hope- 
lessly against you. When it requires two leads 
to clear your suit, and you hold no cards of re- 
entry, abandon it and play for your partner's 
suit — the suit that he has shown by his dis- 
card, or the suit which must be his, judging 
from your own and the dummy hand. 

In leading to your partner's declared suit, 
always lead your highest card ; this will enable 
him to tell what high cards are held against 
his suit and it will prevent your blocking his 
hand. 

RETURN YOUR PARTNER'S LEAD 

If your partner has had the original lead, re- 
turn his suit. There are very few " no-trump " 
hands where it is possible to bring in more 



BRIDGE 



49 



than one suit, and if, instead of returning your 
partner's suit, you lead your own, you are play- 
ing for one suit and your partner for another, and 
as a result you will probably establish neither. 

When it is evident that your suit is stronger 
than your partner's — i.e., if you have re-entry 
cards and can establish the suit in one lead — 
then, by all means, play for your own suit ; 
but don't be deterred from returning your 
partner's lead simply because you see that the 
best card of his suit is against him. That card 
will have to make anyway, and by forcing it 
out of dummy at once you may enable partner 
to make the rest of his suit. 

In returning your partner's lead, return your 
Highest card. The importance of this is appar- 
ent : your partner can see the cards in his own 
and in the dummy hand, and if you return your 
best card he also know r s what the dealer holds 
in that suit. It may prevent his leading up to 
the dealer's tenace ; it may show him that the 
suit should be abandoned or that it should be 
again led from your hand. Returning the 
highest card minimises the risk of blocking 
the suit. Very often, by not getting rid of a 7, 
8, 9, or 10 early in the hand, you make it im- 
possible for your partner to make his small 
cards. 

Don't be deceived by the dealer's play. His 

object is to fool you ; and if he holds cards of 
equal value, he will probably take the trick 
with the highest. 



50 



BRIDGE 



Notice carefully your partner's first discard. 

It shows you the suit to lead and may also 
affect your own discard. 

Don't, because the dealer leads the suit, re- 
fuse to take tricks with your aces and kings. 
By taking the trick, you may make a card 
good in your partner's hand. It is only the 
dealer who is in a position to know when to re- 
fuse tricks ; he sees the two hands. 

When there is no chance that your partner 
can take a trick in the suit led, it is sometimes 
wise to keep the commanding card until one 
hand cannot put the other in the lead, espe- 
cially when there is no re-entry card in the 
hand with the long suit. 

OPENING LEAD AT "NO-TRUMP" 

Unless your partner has doubled (see Heart 
and Weak Suit Conventions) lead from your 
longest suit. It is not advisable, especially 
when you hold no cards of re-entry, to lead aces 
and kings, except when you hope to catch all 
of the smaller cards. Two rounds may exhaust 
the suit in your partner's hand ; and if you 
have no re-entry card and he has none of your 
suit to lead you, your long suit, even though 
established, is absolutely worthless. 

The lead of an ace, king, or queen indicates great 
strength, either seven cards or three honours. 



BRIDGE 



51 



Holding two suits of equal length and strength, 
lead a red suit in preference to a black, es- 
pecially if the make has been passed, 

Holding two suits of equal length, keep for re- 
entry the suit with the higher cards, as, 



[ Q 9 8 6 3 

and establish it, the ace is a sure re-entry 
card ; if you open the ace suit the queen is a 
very doubtful card of re-entry. 

With a weak long suit and no re-entry card, 
many good bridge players open the highest 
card of a short suit, preferably hearts or dia- 
monds. The theory is that, had the dealer 
been strong in the red suits, he would have 
declared a red trump ; and with a worthless 
hand, this short suit lead may assist partner. 
While there is much to be said in favour of this 
play, I would suggest that, unless your partner 
thoroughly understands the game and your 
play, it is safer to open your long suit. 

When you are opening a long, weak suit 
from a hand without re-entry cards it is advis- 
able that you convey this information to your 
partner. This you can do by leading the top 
or an intermediate card of your long suit ; your 
partner, by applying the " Eule of Eleven," 
can see that you are not leading the fourth 
best card, and unless it is for the best interest 



holding 



A 8 6 3 2 

and 



if you open the Q suit 



52 



BRIDGE 



of the two hands will not return the suit. For 
example : 

From 1 o 8 7 6 3, lead the 8 
From 9 8 5 3 2, lead the 9 
From 8 7 5 3, lead the 8 



THE ORIGINAL LEAD IN NO-TRUMPS 



LEAD 


HOLDING 


Ace 


Ace, Queen, Jack, and others with a Re- 
entry card. 
Ace, with 7 or more others. 
Ace, Queen, with 5 others. 

A pp. .Tapir with f? nthpr<3 


King 


Ace, King, Queen, and others. 
Ace, King, Jack, and others. 
Ace, King, ten, and 3 others, with a Re- 
entry card. 
Ace, King, and 5 or more others. 
King, Queen, Jack, and others. 
King, Queen, ten, and others. 
King, Queen, and 5 others. 


Queen 


Queen, Jack, ten, and others. 
Queen, Jack, nine, and others. 
Ace, Queen, Jack, and others. No card 
of Re-entry. 


Jack 


Jack, ten, nine, and others. 


Ten 


King, Jack, ten, and others. 


4th Best 


From other combinations. 



BRIDGE 



53 



UNBLOCKING 

Unblocking is getting rid of high cards so 
that your partner can make smaller ones. 

You seldom unblock except at " no-trump." 

Study the " no-trump " leads, and on the lead 
of any high card prepare to get out of your 
partner's way. It is rarely that you can lose 
more than one trick by unblocking, and a fail- 
ure to take advantage of the position when it 
presents itself may result in the loss of three 
to six tricks. 

With four cards of the suit of which your 
partner leads the A, K, or Q, keep the lowest 
card until the final round. 



Holding 


On Partner's Lead of 


Plat 


K x 


A 


K 


A x 


K 


A 


K x 


Q 


K 


Q x x 


K and A 


Q on A 


K Q x 


A 


Q 


Q J x 


A 


J 


Q J x 


K 


J 


K Q x 


J 


Q 



THE DEALER'S PLAY OF A NO-TRUMP HAND 



The dealer's play of a " no-trump " hand is 
both the most interesting and the most intri- 
cate part of Bridge. Very often a single error 



54 



BRIDGE 



will result in the loss of three or more tricks ; 
so that it behooves the dealer — as he has no 
assistance from his partner — to make himself 
thoroughly conversant with the strategy of the 
game. 

The following rules cover all the important 
points in the dealer's play. 

Keep the commanding card of your adversary's 
suit. 

This the beginner invariably refuses to do ; he 
is too anxious to take a trick and does not real- 
ise that he will often gain several by passing. 

Before playing the commanding card of your 
adversaries' suit, wait — if you can — until the 
leader's partner has played his last card of 
that suit ; he is then unable to return the lead, 
and there may be no card of re-entry in his 
partner's hand. 

Rarely refuse to take tricks with your Kings and 
Queens. 

When an entire suit is against you, it pays to 
take the lead ; the adversaries may change 
the suit. 

When you see in your hands enough tricks to 
win the game, always take the lead. 

Always take the lead when doing so makes a 
card good in either of your hands. 



BRIDGE 



55 



Play for the longest suit in the two hands. 

After taking the lead, count the cards of each 
suit in the combined hands and make it your 
object to play for the longest. It may some- 
times be necessary, in order to lead the suit to 
the best advantage, to wait until it can be led 
from the other hand. 

With two suits of equal length, play for the one 
in the hand that has cards of re-entry. 

With two suits of equal length, play for the one 
that is shown on the table. Don't give your 
opponents unnecessary information of your 
strength. 

With two suits of equal length, play for the one 

which, when established, will give you the 

greater number of tricks, as 

7 cards in one hand and i in the other. 

6 cards in one hand and 2 in the other. 

5 cards in one hand and 3 in the other. 

4 cards in one hand and 4 in the other. 
Holding only seven cards of a suit, you will often 

find an adversary with four cards of that 

suit. 

Holding only six cards of a suit, remember that 
your adversaries have seven and that lead- 
ing the suit will establish it against you. 

When the best card of your suit is against you, 
lead to get it out of your way. It pays to 
establish one suit. 



56 



BRIDGE 



The beginner will usually play his high 
cards, and, after establishing one or two tricks 
in that suit for his adversaries, proceed to do 
the same with another suit and end by abusing 
his partner for making it " no-trump " with so 
weak a hand. 

Lead from the weak hand to the strong. 

This is the secret of playing the two hands 
well. Play for the longest suit in the two 
hands ; but arrange the lead so that it comes 
from the hand that has no high cards. 



Lead from 



x 

X 
X 



X X 
X X 
X X 



IO x x 



K 
A 
K 
K 



to 

X X 

Q x 
Q x 
J x 



Holding a combination of Ace, Queen, Jack in the 
two hands, try to catch the King by leading 
the highest card from the one hand up to the 
Ace in the other. 

This is really a continuation of the last rule, 
but its importance demands a separate head- 
ing. The correct play of this combination will 
win more tricks than any one other play in 
Bridge. 

If the King is guarded, and you lead the Ace 
or from the Ace, the King must win ; but if 
you lead from the other hand, there is an even 



BRIDGE 



57 



chance that you will find the King- on the side 
you wish. If it is in the other hand, it would 
probably make anyhow. 

Avoid blocking your suit, by leading or play- 
ing the high cards from the shorter of the 
two hands. 

As with A K x in one hand and Qxxxxx 
in the other, play AKx, 

As with A Q x in one hand and Kxxxxx 
in the other, play A Q x. 

Keep a re-entry card in the hand that has the 
long suit. 

If you are able to take the trick in either 
hand, do not take it with the hand that has the 
long suit, unless that suit is established. If 
you cannot place the lead in the hand with the 
long- suit, it is useless to establish that suit. It 
is often advisable to refuse to part with the 
highest card of a long suit, if that card is the 
only re-entry for the suit. 

FINESSING 

At " no-trump " the dealer has many oppor- 
tunities to win tricks with cards that are not 
the best. In attempting this he should be 
guided by the following principles. 
It is better to finesse on the second round of the 

suit than on the first. 
By forcing discards, you can often tell which ad- 
versary is holding and protecting an honour 



58 



BRIDGE 



in the suit in question, and on which side 

the finesse should be taken. 
When there is a question on which side to take 

the finesse, be careful to shut out the hand 

with the established suit. 
Do not finesse with nine cards of a suit in the 

two hands, including both the Ace and King. 

As there are but four more cards of the suit, 

the Queen will probably fall on one of the 

two leads. 

Holding ten cards of one suit, including the Ace, 
Queen, Jack combination, lead the Queen 
toward the Ace ; but if the Queen is not 
covered by the King, play the Ace on it. 

"BRIDGE DON'TS" 

Don't form the habit of playing slowly. 

Don't expect your partner to play well when 
you criticise him. A little encouragement will 
win you rubbers and will add to your popu- 
larity. 

Don't forget that it requires more skill to 
play a poor hand than it does to play a good 
one. 

Don't miss an opportunity to win the game 
or to save it. 

Don't complain if you hold poor cards and 
don't exult over good ones. 

Don't criticise at all ; but, if you must, wait 
until the hand is finished. 



BKIDGE 



59 



Don't hurry when exacting a penalty. 

Don't think entirely of your own hand. 

Don't take advantage of your partner's 
breach of etiquette. 

Don't think that bad play won't sometimes 
win tricks. 

Don't forget the score for an instant. 

Don't ignore the value of small cards. 

Don't fail to see your partner's first discard. 

Don't be deceived by the dealer's play. 

RULES 

It is impossible to suggest rules that will 
cover the play of every hand. Rules are formu- 
lated after the analysis of a great many hands, 
and are therefore made to meet the usual dis- 
tribution of the cards. When the fall of the 
cards reveals an unusual situation, unusual 
means must be adopted to meet it ; and here 
your reason and common sense must come 
to your aid. 

The best Bridge players have the greatest 
regard for the rules ; but the strong player 
recognises a situation for which a rule is not 
provided, and he allows his reason to dictate to 
him the times to follow and the times to vio- 
late them. 

MANNERISMS 

There is nobody who cares to be told that he 
plays cards unfairly ; but, if you permit your 



60 



BRIDGE 



manner to give your partner or the opponents 
the slightest intimation of the cards you hold, 
you lay yourself open to such criticism. Cards 
do not carry with them a license to be unfair or 
rude, yet, at the Bridge table, many socially 
correct people are both. 

Try always to pause the same length of time 
before making the trump or passing. Do not 
allow your manner to express approval or dis- 
approval of your partner's make or of the cards 
he plays, and select each of your own cards 
with equal deliberation. When you hold good 
cards be content to win tricks with them, with- 
out manifesting glee at your adversaries' de- 
feat. When your cards are poor, do not com- 
plain of them ; you imply that the opponents 
profit by your weak hands and not by their 
own skill, and, as a rule, the more you rail 
at your luck the worse it becomes. Be gener- 
ous with your praise of a well-played hand, and 
be sure your partner will play a better game if 
he does not fear your adverse criticism. Do 
not permit yourself to take advantage of, or be 
deceived by, any mannerisms of your partner 
or of the opponents, and let your own manner 
be uniformly such that nobody can tell from 
it whether you are winning or losing. 

MEMORY 

It is not necessary to have a fine memory in 
order to play Bridge well ; but it does require 



BRIDGE 



61 



the ability to count thirteen. If you know 
hoiv many cards of a suit have been played, 
you soon will be able to tell what cards have 
been played. 

Begin with one suit, preferably your own, 
and count each card of that suit as it is played ; 
you will be surprised to find that you will soon 
notice not only where the cards of that suit 
are, but just what cards have been played. A 
little practice will enable you to do the same 
with all of the suits. 

No matter what may be your position at the 
table, you may cultivate your memory by ob- 
serving carefully the cards laid down by the 
dummy. The number of cards remaining in a 
suit at any stage of the play will assist you in 
recalling how many rounds of that suit have 
been played, and this will help you in recollect- 
ing what high cards were played in those 
rounds. 

When you are dummy, and have nothing to 
do with the play, occupy your time and at- 
tention with a determined effort to remember 
each card played by your partner, the dealer. 
At the end of the hand see if you can recall 
how many of each suit he held. With a little 
practice you will be able to recall what his 
high cards were as well as the number in each 
suit. Memory is simply a matter of observa- 
tion and practice. 



62 



BRIDGE 



INFERENCES 

The play of each card conveys some informa- 
tion ; and the secret of playing Bridge well 
lies in being able to draw inferences rapidly 
and correctly and in utilising the knowledge 
thus gained. If you simply look, in a mechan- 
ical way, at the cards as they fall without in- 
ferring what was meant by the play, you are 
apt to find yourself in the lead and at a com- 
plete loss as to what to do next. 

The Following are Suggestions for Infer- 
ences to be Drawn by the Dealer. 

What will the make probably be if you pass? 
Your partner is apt to make it the suit in 
which you are weakest. 

Does the opening lead show a long or a short suit ? 
If short, be on the alert to get the lead and 
exhaust trumps. If long, how many cards 
does the leader hold, and what high cards 
does his lead show ? 

Ask yourself why does the adversary discard one 
suit and save another? This will aid in 
locating honours and in making successful 
finesses. 

If the left-hand adversary leads through the 
Ace Queen suit in dummy, he probably does 
not hold the King and is tempting you to 
finesse. If he refuses to lead through the Ace 
Queen suit he is very likely waiting for you to 
lead up to his King. 



BRIDGE 



63 



If the make has been doubled try to infer 
what trump honours are in the doubling hand ; 
this will enable you to judge as to the advis- 
ability of the trump lead. 

SUGGESTIONS FOR THE NON-DEALER 

From what combination of cards is your partner 
leading ? Remember the high cards that he 
holds. 

The lead of a King, for instance, shows you that 
partner has the Ace, the Queen, or both. 

The lead of a Jack indicates the top of a suit. 

The lead of a seven, eight, or nine probably means 
the highest card of a short suit. 

Don't draw rigid inferences from the dealer's 
play ; he will endeavour to deceive you by 
playing false cards. 

If it is an original make, your own and the dum- 
my hand will help you to infer what trumps 
or high cards the dealer holds. 

If the dealer seems backward in leading trump 
he is probably aiming to ruff with the weak 
hand and a trump lead from you may pre- 
vent this. 

Endeavour to understand your partner's discards. 
You can then protect the suit in which he is 
weak, and, if necessary, unguard honours 
in the suit in which he has shown strength. 



64 



BRIDGE 



When partner returns your lead in No-trump, 
notice carefully the card that he plays. It 
will help you to place the suit and prevent 
your leading to a possible tenace in the deal- 
er's hand. 

COMBINING THE HANDS OF DEALER 
AND DUMMY 

The following 1 table gives the different com- 
binations of cards and shows how they should 
be played to get the best results when the 
dealer holds one combination and the dummy 
holds the other. An " x " means one or more 
small cards. 

The following combinations may be led from 
either hand : 



In One Hand. 


In the Other. 


A K x 


Q x x 


A Q x 


K x x 


K Q x 


J X X 


K J x 


Q x x 


K x x 


Q J x 


Q J x 


IO x x 


Q IO x 


J X X 


Q x x 


J IO x 



If forced to lead from any of the following 
combinations, lead from the weaker of the two 



BRIDGE 



65 



hands. In these, lead the highest card of the 
three in the weak hand : 



In One 
Hand. 


In the 
Other. 


XXX 
XXX 
XXX 
J X X 


K Q x 
K J x 
K x x 
K x x 



First trick, play queen. 
First trick, play jack. 
First trick, play king. 
First trick, play low. 



In the following, lead from the weaker hand, 
but begin by playing the lowest card : 



In One 
Hand. 


In the 
Other. 


Q x x 

J X X 

Q x x 

J X X 


A x x 
A x x 
K x x 
Q x x 



First trick, play ace. 
First trick, play ace. 
First trick, play king. 
First trick, play queen, 



These rules are based on the supposition 
that the second hand has not played a higher 
card than any in the hand to which you 
lead. 

There is a difference of one or two tricks in 
all these combinations, depending on whether 
you or your adversaries open the suit. Try 
to get the adversaries to open such suits for 



66 



BRIDGE 



you, as you do so yourself to a disadvantage. 
Throw the lead into their hands and make them 
lead to you. 

FINESSING 

Combining tke Hands of Dealer and Dummy. 

With any of the following combinations di- 
vided between the two hands, the lead should 
always be from the weaker hand, in the left- 
hand column, and the highest card should be 
led, always playing the smallest card from the 
stronger combination. For instance, in the 
first one given, you should lead the jack from 
J 10 x and play the small card from A K x. 
An " x " means any small card, or more than 
one small. 



In One Hand. 


In the Other. 


J IO 


X 


A 


K x 


X X 


X 


A 


K J 


X X 


X 


A 


Q J 


J X 


X 


A 


Q x 


Q x 


X 


A 


J X 


Q J 


X 


A 


X X 


X X 


X 


K 


J IO 


IO x 


X 


K 


J X 


t J x 


X 


K 


IO x 


J X 


X 


K 


X X 


X X 


X 


Q 


IO x 


IO x 


X 


Q 


X X 



BRIDGE 



67 



In the following combinations, the lead 
should be the best card in the weaker hand, and 
the smallest card in the stronger hand should 
be played to the first round, allowing the ad- 
versary to win the first trick. The weak hand 
must then get into the lead again, so as to take 
the second finesse, hoping both honours are 
not on the wrong side : 



In One Hand. 


In the Other. 


XXX 

IO x x 

XXX 
J X X 

J IO x 

XXX 


A J IO 
A J x 
A J x 
A IO x 
A x x 
A J 9 



SECOND-HAND PLAYS 

Showing all of the different combinations be- 
tween dealer and dummy and their play. The 
second hand is the hand that is led through, 
it being supposed that a small card is led. 



2d Hand. 


4th Hand. 


Play. 


A K x 
A K x 
A Q x 


J x X 
IO x x 

J X X 


K, or Low 
King (T) Low (N T) 
Low 



BRIDGE 



2d Hand. 


4th Hand. 


Jr^lay. 


A 


o 


X 


IO 


x 


x 


Low 


A 


Q 


x 


x 


x 


x 


Queen 


A 


J 


X 


Q 


x 


x 


Low 


A 


IO 


x 


J 


x 


x 


Low 


A 


X 




Q 


x 


x 


Low 


K 


Q 


x 


X 


X 


X 


Queen 


K 


J 


x 


X 


x 


x 


Low 


K 


J 




x 


X 


X 


Jack (T) K (N T) 


K 


J 




A 


X 


X 


Jack 


K 


J 


x 


IO 


x 


x 


Low 


K 


IO 


x 


J 


x 


x 


Low 






x 


o 


x 




Low 


K 


X 




x 


x 




LOW (T) K (N T) 


K 


X 




J 


X 


X 


Low 


K 






Q 


x 


x 


Low (T\ K" (N T) 


K 


X 




Q 


IO 


x 


Low 


K 


X 




A 


IO 


x 


Low 


K 


X 




A 


J 


x 


Low 


o 


J 


x 


x 


x 


x 


Jack 




J 




A 


x 


x 


Jack 


o 


TO 




A 


x 


x 


Low 


Q 


X 


X 


K 


X 


X 


Low 


Q 


X 


X 


X 


X 


X 


Low 


Q 


X 




A 


X 


X 


Queen 


Q 


X 




A 


IO 


X 


Low 


Q 


X 




A 


J 


X 


Low 


Q 


X 




K 


X 


X 


LOW (T) Q (NT) 


Q 


X 




J 


X 


X 


Low 



BRIDGE 



69 



2d Hand. 


4th Hand. 


Play 


KJ, X 


X 


X 


X 




J 1U X 


A 


IS. 


X 


Tan 


I in v 

J 1U X 


A 
/\ 


X 


X 


J. oil 


i in v 


ir 
rv 


X 


X 


J. Oil 


I -v 
J X 




1 c\ 
IO 


X 


1 \CW%J 


J X 


K 


X 


X 


J tick 


I V 

J X 


Q 


X 


X 


Low 


J X 


A 


K 


X 


Jack 


J X 


A 


Q 


X 


Low 


IO x 


A 


K 


X 


Ten 


IO x 


A 


Q 


X 


Ten 


IO-x 


A 


J 


X 


Low 



(T) means with a declared trump. 
(N T) means with no trumps. 



72 



Notes on Illustrative Hand No. 1 

Trick 1. — The dealer refuses to give up the 
A of spades, as he wishes to exhaust the spades 
in one hand before he attempts to clear his club 
suit. 

Trick 4.— B, hoping to take the last club 
from the dealer's hand, refuses to part with 
the A of clubs. 

Trick 6.— B tries to put his partner in the 
lead so that he may make the spades. 



BRIDGE 



73 



ILLUSTRATIVE HAND N . I 

Keeping the Command of the Adversaries 9 Suit. 

The score is love-all, rubber game. The dealer, Z, makes 
it no-trump. A leads for the first trick. The underlined 
card wins the trick and the card under it is the one led for 
the next trick. 

* 9 

X KQJ 5 4 2 

♦ Q 6 5 
f 763 



A KQJ 862 
•fr 9 8 

♦ 94 
¥ 108 2 



A K>7 5 
j(* A 7 
♦ J lO 8 7 
V A J 9 5 



TRICK 



1 

3 
4 
5 
6 
7 
§ 
9 
10 
11 
13 
13 



K A 
Q A 
2 A 

4» 8 

4» 9 

¥ 2 

6 4* 

8 4fc 
J A 

4 ♦ 

9 ♦ 
¥ 8 

¥io 



Y 

A B 
Z 



4fc A 4 3 

+ 1063 

A K 3 2 
f KQ4 



Y 



9 A 
¥ 3 
¥ 6 
4» 2 

4» J 

¥ 7 
4» 4 
4» 5 
j» Q 

Q ♦ 
6 ♦ 
5 ♦ 



5 A 
7 A 
lO A 

+ 7 

j» A 

¥ 5 

¥ 9 

¥ j 

7 ♦ 
8^ 

io# 

J ♦ 
¥ A 



3 A 
4* 
A ♦ 

4* 6 
¥ K 
♦ 3 
¥ 4 
¥ Q 
2# 

s* 

K ♦ 

A? 



The dealer wins ten tricks. 



74 



BRIDGE 



Notes on Illustrative Hand No. 2 

Trick 1. — A leads from his longest suit. 

Trick 2. — B returns his partner's lead with 
his highest card, which the dealer refuses to 
take, as he wishes to wait until B has no more 
of the suit. 

Trick 3. — A again leads a diamond, as he 
has the K of spades for re-entry and wishes to 
establish the diamond suit. 

Trick 4. — The dealer plays for the clubs, his 
longest suit, and takes the first trick, as he 
holds J and 10 and can clear the suit in one 
more lead. 

Trick 6. — B, having no diamonds, opens his 
heart suit, hoping to put his partner in the 
lead. The dealer applying the " Rule of 
Eleven," and finding that he holds the four 
cards above the seven, passes so as to take the 
lead in the dummy hand. 

Trick 7. — Leading through. 

Tricks 8 and 9. — Making the clubs and put- 
ting the dummy hand in the lead so as to come 
through the K and J of hearts. 



BRIDGE 



ILLUSTRATIVE HAND NO. 2 
Playing for the Longest Suit in the Two Hands. 

The score is love-all, rubber game. The dealer, Z, makes 
it no-trump and A leads for the first trick. 



A K J 10 2 
* 9 8 

^ Q J 7 54 
y 6 3 




♦ Q75 
*KQ3 
+ K 8 2 
y K J 8 7 



4fc A 9 3 
•ft A J 104 

^ 10 9 

y A Q 10 2 



TRICK 


A 


Y 


B 


z 


1 


5 ♦ 


3 ♦ 




9 ♦ 






6 + 


8 ♦ 




3 


4 ♦ 


A i 


2 ♦ 


3 ♦ 




4> 8 


4» 2 


* Q 


4» A 


5 


+ 9 


4* 5 


* K 


+ J 


6 


V3 


_2 


7 


¥2 


7 


V 6 


¥4 


¥8 


JflO 


8 


2 A 


4» 6 


4» 3 


•fMO 


9 


io 4 


+ 7 


5 A 


♦ 4 


10 


7 ♦ 


V5 


¥ J 


¥q 


11 


Q ♦ 




¥k 


¥ A 


13 


J * 


6 ♦ 


7* 


A A 


13 


K * 


8 ^ 


Q * 


9 4fc 



The dealer wins nine tricks. 



76 



BRIDGE 



Notes on Illustrative Hand No. 3 

Trick 1. — A opens his fourth best heart, as 
his hand is strong, and he wishes his partner 
to return that suit. 

The Dealer. — As the longest suit in the two 
hands is diamonds, the dealer takes the first 
trick with the A of hearts, so that he may be 
able, if necessary, to put the dummy hand in 
the lead ; also so that the adversaries may not 
know the cards he holds in the heart suit. 

Trick 2. — A refuses to part with the com- 
manding card of the diamond suit. 

Trick 3. — The dealer takes the lead in the 
dummy hand in order to establish his diamond 
suit. 

Trick 4. — As the dealer has now no diamonds, 
it is useless to hold up any longer. 

Trick 5. — If A leads either clubs or spades 
he must lose a trick ; his best play is to con- 
tinue with the heart suit. 



BRIDGE 



ILLUSTRATIVE HAND NO. 3 

Making a Re-entry Card for Dummy's Long Suit. 

The score is 24 to against the dealer on the rubber game. 
The dealer, Z, makes it no-trump and A leads for the first 
trick. 

A 2 

JU j io 

♦QJ95432 
¥ Q7 



A K J 4 
+ A4 

♦ A 8 6 

V 108 6 5 4 




A 109 7 5 
tl» Q 9 6 3 

+ 107 
¥ 9 3 2 



TRICK 



1 

3 
4 
5 
6 
7 
8 
9 
10 
11 
13 
13 



¥s 

¥ 4 

A ♦ 
¥~ 
4 A 
8 ♦ 

♦ 4 

J A 
V 8 

¥io 

* A 

K A 



V7 

2 ♦ 
V_Q 
Q ♦ 

4» io 

A A 

9j 
5j 
4 ♦ 



3 » 
2 A 



¥9 

7 ♦ 
¥2 

io# 

¥3 

5 ♦ 
♦ 3 

7 ♦ 

9 A 

10 ♦ 
+ 6 
+ Q 
4* 9 



A 

Hi 
¥ J 

♦ 2 

¥ K 
3 A 

4» 5 

+ 7 
6 A 
8 A 
Q ♦ 

+ K 

•|» 8 



The dealer wins ten tricks. 



78 BRIDGE 



Notes on Illustrative Hand No. 4 

Trick 2. — As the adversaries must take one 
trick in the spade suit, the dealer allows them 
to win the first trick, in order to take the third 
round with the A, the A being the only re- 
entry card in the dummy. 

Trick 3. — A continues with his long- suit. 
The dealer, hoping that the A of diamonds is 
in B's hand, refuses to give up the commanding 
card. 

Trick 5. — The dealer, so that the suit will 
not be blocked, leads the K of spades. 

Trick 6. — The diamond discard loses a trick. 

Trick 9. — The dealer, holding the A of clubs 
for re-entry, now clears the diamond suit. 



BRIDGE 79 



ILLUSTRATIVE HAND NO. 4 

Saving a Re-entry Card for the Dummy's Long 
Suit. 

The score is love-all, rubber game. The dealer, Z, makes 
it no-trump, and A leads for the first trick. 

4fc A 9 6 5 2 
«*• 9 8 7 
4654 
¥ 6 5 




¥1097 



A K 8 3 
+ A 6 2 

♦ KQI08 
V A Q 3 



TRICK 


A 


Y 


B 


Z 


1 




¥5 


¥9 


¥q 






2 A 




3 A 


3 


¥ j 


¥6 


¥7 


¥3 


ft 


¥2 


+ 7 


¥ io 


¥a 


5 


j ♦ 


5 ♦ 


7* 


K Sfk 


6 


2 ♦ 


A ^ 




8* 


7 


7 ♦ 


9 A 


♦ 3 


+ 2 


8 


9 ♦ 


6 4fc 


3 ♦ 


+ 6 


9 


J ♦ 


4# 


A I 


8 ♦ 


10 


4»io 


♦ 8 




+ A 


11 


¥s 


5 ♦ 


«?» 5 


K 4 


13 


¥k 


6 ♦ 


4» J 


qT 


13 


4» K 


9 




io_i 



The dealer wins ten tricks. 



80 



BRIDGE 



Notes on Illustrative Hand No. 5 

Trick 1. — A opens his longest suit with the 
fourth best card. 

Trick 2. — B returns his partner's lead. 

Trick 3. — A continues with his suit in order 
to establish it, as he holds the K of diamonds 
and the Q of clubs for re-entry. 
, Trick 4. — The dealer has the choice of three 
suits, the spades, clubs, and diamonds being of 
equal length. If he leads a spade he takes 
away the re-entry card for the dummy's club 
suit. If he takes the lead in the dummy and 
attempts to catch the K of diamonds by leading 
the Q up to the A, he gives A an opportunity 
of making his two hearts and of saving the 
game. In order to win three by-cards and the 
game, he must prevent A from getting the lead ; 
he therefore leads the club and allows B to win 
the trick. 

Trick 5. — The dealer must play the A of dia- 
monds ; for if the clubs fall evenly the rest of 
the tricks are his. 



BRIDGE 



81 



ILLUSTRATIVE HAND NO. 5 

Keeping the Hand Holding an Established Suit 
from Getting into the Lead. 
The score is 24 to against the dealer, Z, who makes it 
no-trump. A leads for the first trick. 

A Q108 
+AK9872 

♦ Q9 

y j 2 

♦ 542 I y I *976 
+ Q43 +J106 

♦ K 8 +5432 
VK10543 I Z 1 VA96 

A A K J 3 

♦ 5 

♦ A J 107 6 
VQ87 



TRICK 


A 


Y 


B 


Z 


1 


V4 


¥ 2 


f A 


¥ 7 




Vk 


V J 


9 


¥s 


3 


3 


3 ♦ 




¥q 


4 


+ 3 


+ 7 




+ 5 


5 


3 ♦ 


9 ♦ 


2 ♦ 


A ♦ 


6 


2 A 


Q ♦ 


6 A 


3 A 


7 


+ 4 


4» A 


+ 6 


6 ♦ 


8 


A Q 


4» K 


4t j 


7 ♦ 


9 


4* 


4* 9 


7 A 


io + 


10 


5 A 


4» 8 


9 A 


J ♦ 


11 


¥5 


4» 2 


3 ♦ 


J * 


12 


¥io 


io A 


4 ♦ 


K A 


13 


K ♦ 


Q ♦ 


5 ♦ 


A A 



The dealer wins ten tricks. 



82 



Notes on Illustrative Hand No. 6 

Trick 1. — A leads from his only four-card 
suit. The dealer plays the ace second in hand 
in order to trump his losing diamond. 

Trick 2. — The dealer false-cards so that the 
adversaries will not know that he holds the 
queen. 

Trick 3. — As A led the deuce of diamonds, 
showing but four cards in the suit, the dealer 
knows that B has one more diamond. He 
therefore, before leading trumps, allows dum- 
my to trump a losing card. 

Tricks 4, 5, and 6. — The dealer now proceeds 
to lead trumps, and, as he has no strength in 
clubs in his own hand, he throws away clubs 
from the dummy hand. 

Trick 7. — Holding but six spades in the two 
hands, the dealer tries to force discards of 
spades. 

Trick 8. — Forcing another discard with the 
best diamond. 

Tricks 9, 10, and 11.— The spades fall, leav- 
ing dummy with the best spade and the ace of 
clubs as re-entry. 



BRIDGE 



83 



ILLUSTRATIVE HAND NO. 6 

Allowing the Weaker of the Two Hands to 
" Ruff" before Leading Trumps. 

The score is love-all. The dealer, Z, makes it hearts, 
having four honours in one hand. A leads to the first trick. 

4k A 6 4 3 
•ft A J 9 4 3 
♦ A 4 
V 9 5 



4tQ 105 
+ 8 7 6 

♦ J 9 7 2 
V764 




^98 7 2 
•f. K Q IO 

♦ 10 8 6 
VI03 2 



+ 5 2 

♦ K Q 5 3 

V A K Q J 8 



TRICK 


A 


Y 


B 


z 


1 


2 ♦ 


A* 


6 ♦ 


3 ♦ 




7 ♦ 




8 ♦ 


K < 


3 


9 ♦ 


V 5 




FT 


4 


¥4 


9 


V 2 


V A 


5 


V 6 


4» 3 


Vs 


¥ K 


6 


V7 


«f» 4, 


VlO 


V Q 


7 


4» 6 


+ 9 


+ io 




8 


J ♦ 


•ft J 


2 A 


~Q ♦ 


9 


5 A 


3 + 


7 A 


K + 


10 


Q ♦ 


A A 


8 A 


j 4t 


11 


io + 


4 A 


9 4t 


¥8 


12 


+ 7 


*A 


4» Q 


«?• 2 


13 


4» 8 


6 ♦ 


4» K 


4* 5 



The dealer makes a grand slam. 



84 



BRIDGE 



Notes on Illustrative Hand No. 7 

Trick 1. — The scheme which the dealer must 
adopt for the play of the two hands is to ex- 
haust trumps and to establish the club suit. 
Holding the A, Q, and J of diamonds, in order 
to catch the K, the lead must come from the 
dummy ; and so that he may lead up to his 
tenace in trumps, the dealer trumps the Q of 
hearts. 

Trick 2. — As the finesse succeeds the dealer 
must place the lead in dummy so that he may 
again lead through the K of diamonds. 

Trick 3. — The dealer holds too many clubs, 
so must use the A of spades to get the lead 
in dummy, even though it clears the spade suit 
for the adversaries. 

Tricks 4 and 5. — The trumps fall evenly, leav- 
ing the dealer with the last trump. 

Trick 6. — The K of clubs, being guarded, 
must make. 



BRIDGE 



85 



ILLUSTRATIVE HAND NO. 7 

Tramping Your Own Trick to get the head into 
the Right Hand. 

The score is 18 to in favour of the dealer, Z, who has a 
game in and makes it diamonds, having four honours. 

♦A8765 
jjit A Q105 4 
+ 376 
fjp None 

4KJ93 I y I ^Q10 4 

4. None «ft K 7 

♦543 A B ♦ K 9 2 

f K J 108 4 2 1 Z I f 97 6 5 3 

4t 2 

+ J 986 3 2 
♦ AQJIO 
V AQ 



TRICK 


A 


Y 


B 


z 


1 


Vio 


6 ♦ 


V3 






3 ♦ 


7 ♦ 


2 ♦ 


Ql 


3 


3 4t 


A 4fc 


4 ♦ 


2 A 


4 


4 ♦ 


iT 


9 ♦ 


J ♦ 


5 


5 ♦ 


5 A 


K ♦ 


A ♦ 


6 


V2 




jj K 


«¥■ 2 


7 


V4 


6 ♦ 


V 5 


¥a 


8 


Vs 


Q 


*7 


+ 3 


9 


V J 


4» A 


f6 


+ 6 


10 


Vk 


4* 5 


V7 


4» 8 


11 


9 * 


♦ 4 




4* 9 


12 


J * 


7 A 




4» j 


13 


K 4 


8 A 


Q * 





The dealer makes a little slam, 



86 



BRIDGE 



Notes on Illustrative Hand No. 8 

Trick 1. — By playing the king of spades sec- 
ond in hand, the dealer hopes to win two tricks 
in that suit. 

Trick 2. — As the adversaries must make one 
trick in the club suit, Z tries to place the lead 
in A's hand so that the queen of spades may be 
led up to. 

The eight of clubs is a clever play. If the 
king were led, A would know positively that Z 
held the ace. 

Trick 3. — The leader has but little informa- 
tion to guide him in his next play. He does 
not dare to lead the hearts, as it may establish 
that suit against him ; the lead of the queen 
of clubs is tempting ; but judging from the 
development of the hand the ace of spades is 
probably his best play. 



BRIDGE 



87 



ILLUSTRATIVE HAND NO. 8 

Tlirowing the Lead and Refusing to take First 
Trick in Long Suit. 
The score is 22 to against the dealer, Z, who makes it 
no-trump. A leads for the first trick. 

4t k 7 

4b K 8 

♦ Q 10 7 3 

VQI05 4 3 




TRICK 


A 


Y 


B 


z 


1 


4 A 


K A 


2 A 


5 4t 




+ IO 


4» 8 


4 s * 2 


4» 3 


3 




7* 


8 A 


9 A 


4 


3 A 


¥3 




Q jjj 


5 


* Q 


4^ K 


4* 4 


4* 5 


6 


2 ♦ 


3 ♦ 


5 ♦ 


A* 


7 


6 ♦ 


¥4 


4» J 


*A 


8 


J ♦ 


¥5 


¥2 


4» 9 


9 


4 ♦ 


¥io 


¥9 


+ 7 


10 


6 ♦ 


¥q 


¥j 


4» 6 


11 


8 ♦ 


7 ♦ 


9 ♦ 


J<± 


13 


¥7 


Q ♦ 


¥k 


J ♦ 


13 


¥8 




¥a 


¥6 



The dealer wins eleven tricks. 



88 



BRIDGE 



Notes on Illustrative Hand No. 9 

Trick 1.— The correct second in hand play 
of this combination is the queen, hoping to win 
two tricks in the suit. Z, in order to win three 
by-cards and the rubber, must take a finesse in 
spades ; and so not only refuses to play the 
queen second in hand, but will not take the 
trick fourth in hand. His object is to wait 
until B's last heart has been played. 

Trick 2— If B starts the diamond suit, the 
dealer cannot make more than the odd trick ; 
but the situation looks as if A holds both ace 
and king of hearts. 

Trick 3. — A, having a possible re-entry card, 
must establish his suit. 

Trick 4. — Z leads the club suit in order to 
force discards, and arranges the lead so that 
his tenace in spades may be led up to. 

Trick- 9.— Z cannot afford to let A get the 
lead. 



BRIDGE 



89 



ILLUSTRATIVE HAND NO. 9 

Ref using to Win Either the First or the Second 
Bound of the Adversaries' Suit. 

It is the rubber game. Score 24 to against the dealer. Z, 
the dealer, makes it no-trump, and A leads for the first trick. 

♦ AQ873 
Jm K J 8 5 
♦ J 9 
VQ 5 



♦ 



6 4 

7 3 
KI0 5 

A J 9 7 4 3 



B 



+ 
♦ 



K 9 5 

9 6 4 
Q 8 6 

10 8 



4 2 



♦ 



J IO 2 
A Q IO 2 
A 7 3 
K 6 2 



TRICK 


A 


Y 


B 


z 


1 


V7 




Vio 


V 2 




Va 


Vq 


8 




3 


3 


«¥» 5 


2 ♦ 


¥k 


4 


4» 3 


4» K 


4» 4 


+ 2 


5 


+ 7 


♦ J 


+ 6 


+ io 


6 


4 * 


•fi 8 


4» 9 


J. Q 


7 


5 ♦ 


9 ♦ 


5 ♦ 




8 


6 ♦ 


3 4t 


K 4k 


J A 


9 




J ♦ 


4 ♦ 


A ♦ 


10 


V4 


7* 


9 ♦ 


io A 


11 


V9 


A A 


6 ♦ 


2 A 


13 


¥ J 


Q * 


8 ♦ 


3 ♦ 


13 




8 4* 


Q ♦ 


7 ♦ 



The dealer wins ten tricks. 



90 BRIDGE 



Notes on Illustrative Hand No. 10 

Trick 1. — As A may have both king- and 
queen of diamonds, Z passes the first trick, 
hoping to win with his ten. 

Trick 2. — Many players would lead the club 
suit because of dummy's weakness ; but in the 
original play of this hand B led the queen of 
hearts. 

Trick 3. — Z starts the spade suit and finds 
the queen is guarded in A's hand. 

Trick 4. — In order to prevent the queen of 
spades from winning, Z must get the lead in 
his own hand. If he takes the finesse in clubs 
and it loses, the adversaries must make the en- 
tire heart suit. The finesse can win only one 
trick, and it might lose five or six tricks. 

Trick 5. — To catch the queen of spades is 
now easy. 

Trick 1— A clever play to get the lead and 
to play through the king of diamonds. 



BRIDGE 



91 



ILLUSTRATIVE HAND NO. 10 

Leading Through. 

The score is love-all. The dealer, Z, passes the make. 
Y declares no-trump. A leads for the first trick. 

♦ AKJI052 
+ 2 

+ A J 9 4 3 



4Q83 
4. K 8 4 

+ K 8 6 2 
y K54 




None 
X J lO 9 7 6 5 

y Q J 10 9 8 7 



TRICK 


A 


Y 


B 


z 


1 


2 ♦ 


3 ♦ 


Q ♦ 


5 ♦ 


2 




¥a 


¥q 


¥ 2 


3 


3 A 


K A 


+ 5 


4 A 




+ 4 


4» 2 


4» 9 


4» A 


5 


8 A 


io A 


•ji 6 


6 A 


6 


Q * 


A A 


¥7 


7 * 


7 


¥k 


2 4fc 


+ 7 


9 A 


8 


6 ♦ 


4 ♦ 


¥s 


IO ♦ 


9 


8 ♦ 


9 ♦ 


4» io 


7 ♦ 


10 


K ♦ 


A ♦ 


¥9 


¥ 3 


11 


4» 8 


J ♦ 




¥ 6 


12 


¥ 5 


J A 


¥io 


♦ 3 


13 


Jfr K 


5 ♦ 


¥ j 


4» Q 



The dealer makes a little slam. 



92 



BRIDGE 



Notes on Illustrative Hand No. 11 

Trick 1. — A leads from his long suit, and Z 
wins the trick with the singleton ace. 

Trick 2. — The dealer, having eight clubs and 
eight spades in the two hands, has now a choice 
of suits. The king of spades must make against 
him while he has a finesse in the club suit. If 
he leads the clubs first he is compelled to guess 
in which hand to take the finesse ; he therefore 
leads the spade, hoping by establishing that 
suit to force discards and find out where the 
two queens are. 

Trick 3. — B might make it more difficult for 
A by not playing the king of spades. 

Tricks 5, 6, 7, and 8. — A's two discards of 
clubs show that the queen is not in his hand, 
while B's heart discard indicates that he does 
not hold the queen of hearts. The queen of 
hearts is also marked in A's hand by the fact 
that he is discarding his winning diamonds 
and protecting hearts. 



BRIDGE 93 



ILLUSTRATIVE HAND NO. 11 

Ohoice of Suits. — Watching the Adversaries' Dis- 
cards. 

The score is love-all. The dealer, Z, makes it no-trump, 
and A leads for the first trick. 

♦ A975 
+ KJ32 

+ K8 

V K107 

♦ Q97 

* J 103 2 
V 6 5 4 

A Q108 2 
Jf. AlOS 4 

♦ A 

V A J 8 2 




TRICK 


A 


Y 


B 


z 


1 


6 ♦ 


8 ♦ 


io* 


A ♦ 




3 A 


A A 


4 A 


2 A 


3 


J A 


5 4fc 


K 4fc 


8 ♦ 




4 ♦ 


K ♦ 


J ♦ 




5 


4» 5 


7 A 


6 A 


Q ♦ 


6 


♦ 6 


9 A 


¥4 


io A 


7 


5 ♦ 


4» K 


*7 


4> 8 


8 


7 ♦ 


+ 2 


+ 9 


•Jmo 


9 


9 ♦ 


4i 3 


•ft Q 


jj A 


10 


Vs 


¥io 


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Q ♦ 


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2 ♦ 


¥8 


13 


V9 


V K 


¥6 


¥ J 


13 


¥q 


V 7 


3 ♦ 


¥a 



The dealer makes a little slam. 



94 



BRIDGE 



Notes on Illustrative Hand No. 12 

Tricks 1 and 2. — A leads high, hoping in 
three leads to drop all the diamonds. 

Trick 3. — B discards a spade, plainly indi- 
cating the suit he wishes A to lead. 

If the discard of a heart is made, indicating 
weakness, A is compelled to choose between 
the clubs and spades, and as he cannot afford 
to lead from the king of spades once protected 
will undoubtedly lead the jack of clubs. 

The discard from weakness in this hand, 
should A guess the wrong suit, may lose six or 
seven tricks. 



BRIDGE 95 



ILLUSTRATIVE HAND NO. 12 



The Discard of Strength versus Weakness. 

The score is 24 to against the dealer on the rubber 
game. The dealer, Z, makes it no-trump, and A leads for 
the first trick. 

^ 9876 
•jt 832 
♦ 9 6 2 
¥l05 2 



♦ 

¥ 



K IO 
J IO 5 
A K Q 4 
7 6 4 3 




5 4 3 2 



TRICK 


A 


Y 


B 


z 


1 




2* 


5* 




a 




64 




8* 


3 


aT 


9* 


2 ♦ 


IO ♦ 


4 


K ♦ 


6 ♦ 


3 A 


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5 




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4» 4 


6 


4.4 


8 A 


Q A 


+ 6 


7 


¥ 3 


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+ 7 


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»4 


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+ 9 


9 


¥ 6 


+ 3 


4 A 


Aq 


10 


¥7 


¥2 


¥ — 


" A 


11 


+ 5 


+ 8 


¥ 9 


+ A 


13 


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5 


¥j 


«¥• K 


13 


A J 


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¥ K 


— ♦ 



The dealer loses three by-cards and the rubber. 



BRIDGE 



BRIDGE FOR THREE PLAYERS 

When the game is played by three persons 
the cards are cut to decide which shall have the 
dummy ; the one cutting the lowest card has 
the deal and a permanent dummy during the 
game or the rubber, as the case may be. It is 
then customary for each player to have dummy 
in turn, during one game or rubber. 

In playing rubbers, 100 points are added to 
the score of the winning side. 

In playing games, 50 points are added to 
score of the winning side. 

If the make is passed to dummy, four aces 
or three aces constitute a compulsory "no- 
trump" declaration; otherwise, dummy must 
declare the longest suit. 

When there are two suits of equal length, 
dummy must select the suit which counts most 
by spots, the ace counting eleven and the other 
honours ten each. If the suits are still equal, 
dummy declares the one having the higher 
trick valuation. 

Only one adversary, the leader, can double. 

If the dealer has seen the two hands, he is 
not allowed to re-double. 

The dummy hand is not exposed until the 
doubling has been settled and a card led. 

When the dummy is the leader, his partner 
must look at dummy hand and lead from it be- 



BRIDGE 



97 



fore seeing his own cards ; and dummy alone 
has the right to double. 

DUPLICATE BRIDGE 

Bridge, when first introduced, was played 
almost entirely for a stake ; but, in the last few 
years, many players have taken up the game — 
per se — on account of its interesting possibili- 
ties and the intellectual pleasure it gives. Du- 
plicate and Progressive Bridge have, therefore, 
become very popular. 

The object of Duplicate Bridge is to elimi- 
nate, as nearly as is possible, the element of 
luck, and to make the game not so much a 
question of holding good cards as a compara- 
tive test of skill between players. A perfect 
test cannot be made by a single trial, as an 
unusual distribution of the cards might de- 
feat two strong players, but in a series of 
duplicate games, good makes and good plays 
will undoubtedly mark the better Bridge 
players. 

As Duplicate Bridge is played for points, 
not games or rubbers, the honour score re- 
quires as much attention as the trick score. 

Remember that holding three red honours 
you can stand the loss of two odd tricks (un- 
less the make is doubled) without losing on 
the deal, and that there is almost an even 



98 



BRIDGE 



chance that your partner will hold another 
honour. 

If you make it red with but one honour, your 
adversaries will probably secure the honour 
score. 

If you declare " no-trump " with but one ace 
the honours will probably be even; but you 
may find three aces against you. 

Eemember that four honours in clubs count 
as much as the average deal is worth. 



PROGRESSIVE BRIDGE 

Progressive Bridge may be played in much 
the same manner as Progressive Euchre. While 
to win at this game is very largely a matter 
of holding good cards, it forms an interest- 
ing social amusement; and, to players who 
are unaccustomed to the arrangement of the 
cards in Duplicate Bridge, is much less con- 
fusing. 

In Progressive Bridge the players are usu- 
ally numbered, 1, 2, 3, 4 playing at Table 1, and 
5, 6, 7, 8 at Table 2, etc. 

At each table the cards are cut in the usual 
manner for partners and for the deal ; and a 
stated number of hands played for points, tricks 
and honours included, without regard to games 
or rubbers. 

After playing the number of deals decided 



BRIDGE 



99 



upon, the winning pair move to the next table, 
where the cards are again cut for partners, and 
for the deal. 

An individual score is kept of the points lost 
and won during the entire game; the points 
lost being deducted from those won, and the 
player making the best net score being declared 
the winner. 



THE AMERICAN LAWS OF BRIDGE 

Adopted November, 1902 



Published by permission 



THE RUBBER 

1. The rubber is the best of three games. If 
the first two games be won by the same part- 
ners, the third game is not played. 

SCORING 

2. A game consists of thirty points obtained 
by tricks alone, exclusive of any points counted 
for honors, chicane or slam. 

3. Every deal is played out, and any points 
in excess of the thirty points necessary for the 
game are counted. 

4. Each trick above six counts two points 
when spades are trumps, four points when 
clubs are trumps, six points when diamonds are 
trumps, eight points when hearts are trumps and 
twelve points when there are no trumps. 

5. Honors are ace, king, queen, knave and 
ten of the trump suit; or the aces when no 
trump is declared, 

101 



102 



BRIDGE 



6. Honors are credited to the original holders 



and are 


valued as follows: 






When a Trump is Declared 




3 honors held between partners equal the value of 2 tricks 


4 « 




4 <( 


5 « 




5 M 


4 ' 


" in 1 hand " " " 


8 M 


4 ■ 


( 5th in ) 
M " 1 M {partner's V" 
( hand ( 


9 M 


5 ' 


i« <« ^ << <« i« <• 


10 




TFfon iVo Trump is Declared 






3 aces held between partners count 30 






4 « « «« «« .i 4 






4 " M in 1 hand " 100 





7. Slam is thirteen tricks scored indepen- 
dently of the revoke or lead out of turn penalty, 
and adds forty points to the honor count. 

8. Little slam is twelve tricks similarly scored, 
and adds twenty points to the honor count. 

9. Chicane (one hand void of trumps) is 
equal in value to simple honors, i.e., if partner 
of player having chicane score honors he adds 
the value of three honors to his score; while, if 
the adversaries score honors, it deducts an equal 
value from theirs.* 

* Double chicane (both hands void of trumps) is equal in value 
to four honors, and the value thereof must be deducted from the 
total honor score of the adversaries. 



BRIDGE 103 

10. The value of honors, slam, little slam or 
chicane, is in nowise affected by doubling or 
re-doubling. 

11. At the conclusion of a rubber the scores 
for tricks and honors (including chicane and 
slam) obtained by each side are added, and 
one hundred points are added to the score 
of the winners of the rubber. The difference 
between the completed scores is the number of 
points won or lost by the winners of the rubber. 

12. If an erroneous score affecting honors, 
chicane or slam be proven, such mistake may be 
corrected at any time before the score of the 
rubber has been made up and agreed upon. 

13. If an erroneous score affecting tricks be 
proven, such mistake must be corrected prior to 
the conclusion of the game in which it has o& 
curred, and such game shall not be considered 
as concluded until the following deal has been 
completed and the trump declared ; unless it be 
that the game is the last one of the rubber, — 
then the score is subject to inquiry until an 
agreement between the sides (as to the value of 
the rubber) shall have been reached. 



104 



BRIDGE 



CUTTING 

14. The ace is the lowest card. 

15. In all cases every player must cut from 
the same pack. 

16. Should a player expose more than one 
card he must cut again. 

FORMING TABLES 

17. The prior right of playing is with those 
first in the room. If there are more than four 
candidates for seats at a table the privilege of 
playing is decided by cutting. The four who 
cut the lowest cards play first. 

18. After the table is formed, the players cut 
to decide on partners; the two lowest playing 
against the two highest. The lowest is the 
dealer who has choice of cards and seats, and 
who, having once made his selection, must abide 
by it. 

19. Should the two players who cut lowest 
secure cards of equal value, they shall recut to 
determine which of the two shall deal; and on 
the recut the lower deals. 

20. Should three players cut cards of equal 
value, they cut again; if the fourth card be the 
highest, the two lowest of the new cut are part« 
ners and the lower of the two the dealer; if, 



BRIDGE 



105 



however, the fourth card be the lowest, the two 
highest on the re-cut are partners and the origi- 
nal lowest the dealer. 

21. Six players constitute a full table, and no 
player shall have a right to cut into a game 
which is complete. 

22. When there are more than six candidates, 
the right to succeed any player who may retire 
is acquired by announcing the desire to do so, 
and such announcement shall constitute a prior 
right to the first vacancy. 

CUTTING OUT 

23. If at the end of a rubber admission be 
claimed by one or two candidates, the player or 
players having played a greater number of con- 
secutive rubbers shall withdraw; but when all 
have played the same number, they must cut to 
decide upon the outgoers ; the highest are out. 

RIGHTS OF ENTRY 

24. A candidate desiring to enter a table 
must declare such wish before any player at 
the table cuts a card, either for the purpose of 
beginning a new rubber or of cutting out. 

25. In the formation of new tables those 
candidates who have neither belonged to, nor 



106 BRIDGE 

played at any other table, have the prior right 
of entry. Those who have already played de- 
cide their right to admission by cutting. 

26. A player who cuts into one table, while 
belonging to another, shall forfeit his prior 
right of re-entry into the latter; unless by doing 
so he enables three candidates to form a fresh 
table. In this event he may signify his inten- 
tion of returning to his original table, and his 
place at the new one can be filled. 

27. Should any player quit the table during 
the progress of a rubber, he may, with the con- 
sent of the other three players, appoint a substi- 
tute during his absence; but such appointment 
shall become void with the conclusion of the rub- 
ber, and shall not in any way affect the substi- 
tute's rights. 

28. If anyone break up a table the remain- 
ing players have a prior right to play at other 
tables. 

SHUFFLING 

29. The pack must not be shuffled below the 
table nor so that the face of any card be seen. 

30. The dealer's partner must collect the 
cards for the ensuing deal and he has the first 
right to shuffle the cards. Each player has the 



BRIDGE 107 

right to shuffle subsequently. The dealer has 
the right to shuffle last; but, should a card or 
cards be seen during his shuffling, or while giv- 
ing the pack to be cut, he must re-shuffle. 

31. Each player, after shuffling, must place 
the cards properly collected and face downward 
to the left of the player next to deal. 

THE DEAL 

32. Each player deals in his turn; the order 
of dealing goes to the left. 

33. The player on the dealer's right cuts the 
pack, and, in dividing it, he must leave not few- 
er than four cards in either packet; if in cutting 
or in replacing one of the two packets a card be 
exposed, or if there be any confusion of the cards 
or a doubt as to the exact place in which the 
pack was divided, there must be a fresh cut. 

34. "When the player whose duty it is to cut 
has once separated the pack he can neither re- 
shuffle nor re-cut the cards. 

35. Should the dealer shuffle the cards, after 
the pack is cut, the pack must be cut again. 

36. The fifty-two cards shall be dealt face 
downward. The deal is not completed until the 
last card has been dealt face downward. 

37. There is no misdeal. 



108 BRIDGE 



A NEW DEAL 

38. There must be a new deal — 

a If the cards be not dealt into four packets, one at a 
time and in regular rotation, beginning at the 
dealer's left. 

b If, during a deal, or during the play of a hand, the 
pack be proven incorrect or imperfect. 

c If any card be faced in the pack. 

d If any player have dealt to him a greater number of 
cards than thirteen. 

e If the dealer deal two cards at once and then deal a 
third before correcting the error. 

/ If the dealer omit to have the pack cut and the ad- 
versaries call attention to the fact prior to the 
conclusion of the deal and before looking at their 
cards. 

g If the last card does not come in its regular order 
to the dealer. 

39. There may be a new deal — 

a If the dealer or his partner expose a card before 
the deal has been completed. The eldest hand 
may claim a new deal. 

h If either adversary expose a card. The dealer may 
claim a new deal. 

4 If, before fifty-one cards are dealt, the dealer should 
look at any card. The adversaries have the right 
to see it and the eldest hand may exact a new 
deal. 

d If, in dealing, one of the last cards be exposed by 
the dealer or his partner, and the deal be completed 
"before there is reasonable time for the eldest hand 
to decide as to a new deal. In all other cases 
such penalties must be claimed prior to the con- 
clusion of the deal. 



BRIDGE 



109 



40. The claim for a new deal by reason of a 
card exposed during the deal may not be made 
by a player who has looked at any of his cards. 
If a new deal does not take place, the card ex- 
posed during the deal cannot be called. 

41. Should three players have their right 
number of cards, and should the fourth, not be- 
ing dummy, have less than thirteen and not dis- 
cover such deficiency until he has played any of 
his cards, the deal stands good; should he, not 
being dummy, have played, he is answerable 
for any revoke he may have made as if the miss- 
ing card or cards had been in his hand. Any 
player may search the other pack for it or them. 

42. If, during the play of a deal, a pack be 
proven incorrect or imperfect, such proof ren- 
ders the current deal void, and does not affect 
any prior score. The dealer must deal again 
(Law 38 I). 

43. Any deal out of turn or with the ad- 
versaries' cards must be corrected before the 
play of the first card, otherwise the deal stands 
good. 

44. A player must not cut, shuffle nor deal 
for his partner without the permission of his 
opponents. 



110 



BRIDGE 



DECLARING TRUMPS 

45. The trump is declared. No card is 
turned. 

a The dealer may either make the trump or pass the 

declaration to his partner. 
b If the declaration be passed to partner he must 

make the trump. 

46. Should the dealer's partner make the 
trump without receiving permission from the 
dealer the eldest hand may demand, 

1st. That the trump shall stand, or 
2d. That there shall be a new deal, 

provided that no declaration as to doubling has 
been made. 

47. Should the dealer's partner pass the dec- 
laration to the dealer, it shall be the right of the 
eldest hand to claim a new deal or to compel the 
offending player to declare the trump ; provided, 
that no declaration as to doubling has been 
made. 

48. If either of the dealer's adversaries make 
a declaration, the dealer may, after looking at 
his hand, either claim a new deal or proceed 
a3 if no declaration had been made. 

49. A declaration once made cannot be 
altered. 



BRIDGE 



111 



DOUBLING, RE-DOUBLING, ETC. 

50. The effect of doubling and re-doubling, 
and so on, is that the value of each trick above 
six is doubled, quadrupled, and so on. 

51. After the trump declaration has been 
made by the dealer or his partner, their adver- 
saries have a right to double. The eldest hand 
has the first right. If he does not wish to 
double, he shall ask his partner, " May I 
lead?" His partner shall answer, "Yes," or, 
" I double." 

52. If either of their adversaries elect to 
double, the dealer and his partner have the 
right to re-double. The player who has de- 
clared the trump shall have the first right. He 
may say, "I re-double" or " Satisfied." Should 
he say the latter, his partner may re-double. 

53. If the dealer or his partner elect to re- 
double, their adversaries shall have the right to 
again double. The original doubler has the first 
right. 

54. If the right-hand adversary of the dealer 
double before his partner has asked " May I 
lead? " the declarer of the trump shall have the 
right to say whether or not the double shall 
stand. If he decide that the double shall stand, 



112 BRIDGE 

the process of re-doubling may continue as de- 
scribed in Laws 52 ; 53, 55. 

55. The process of re-doubling may be con- 
tinued indefinitely, the first right to continue 
the re-doubling on behalf of a partnership be- 
longing to the player who has last re-doubled. 
Should he, however, declare himself satisfied, 
the right to continue the re-doubling passes to 
his partner. If any player re-double out of turn, 
the adversary who last doubled shall decide 
whether or not such double shall stand. If it is 
decided that the re-double shall stand, the proc- 
ess of re-doubling may continue as described 
in this and foregoing laws (52 and 53). If any 
double or re-double out of turn be not accepted, 
there shall be no further doubling in that hand. 
Any consultation between partners as to doub- 
ling or re-doubling will entitle the maker of 
the trump or the eldest hand, without consulta- 
tion, to a new deal. 

56. If the eldest hand lead before the doub- 
ling be completed, his partner may redouble 
only with the consent of the adversary who 
last doubled. But such lead shall not affect the 
right of either adversary to double. 

57. When the question "May I lead? " has 
been answered in the affirmative, or when the 



BEIDGE 



113 



player who has the last right to continue the 
doubling, declares himself satisfied, the play 
shall begin. 

58. Should the eldest hand lead without ask- 
ing permission of his partner, the maker of the 
trump may call a suit or the card originally 
led. 

59. Should the right-hand adversary of the 
dealer ask permission to lead, the maker of the 
trump may call a suit from the eldest hand. 
This does not affect the right of any player to 
double or re-double. In these last two cases no 
penalty can be exacted after the dummy hand 
or any part of it is on the table, since he (dum- 
my) has accepted the situation. 

60. A declaration as to doubling or re-doub- 
ling, once made, cannot be altered. 

DUMMY 

61. As soon as the eldest hand has led, the 
dealer's partner shall place his cards face up- 
ward on the table, and the duty of playing the 
cards from that hand shall devolve upon the 
dealer, unassisted by his partner. 

62. After exposing his cards, the dealer's 
partner has no part whatever in the game, ex- 
cept that he has the right to ask the dealer if 



114 



BRIDGE 



he has none of the suit to which he may have 

renounced. He may also ask his partner, who 
may have been called upon to play his highest 
or lowest card, whether he has conformed to 
the penalty. 

63. If he should call attention to any other 
incident of the play in consequence of which any 
penalty might be exacted, the fact of his so 
doing precludes the dealer exacting such pen- 
alty. Should he intimate to the dealer by word 
or gesture that he is about to lead from the 
wrong hand it establishes the offence, and the 
penalty under Law 77 may be enforced. He 
has the right, however, at any time during the 
play, to correct the claim of either adversary 
to a penalty to which the latter is not entitled. 
He may also call his partner's attention to the 
fact that the trick has not been completed. 

64. If the dealer's partner, by touching a 
card or otherwise, suggest the play of a card 
from dummy, either of the adversaries may, but 
without consultation, call on the dealer to play 
or not to play the card suggested. 

65. Dummy is not liable to the penalty for 
a revoke ; and if he should revoke and the error 
be not discovered until the trick is turned and 
quitted, the trick stands good. 



BRIDGE 



115 



66. When the dealer draws a card from his 
own hand, such card is not considered as played 
until actually quitted; but should he name or 
touch a card from the dummy hand, such card 
is considered as played unless the dealer, in 
touching the card or cards, says " I arrange " or 
words to that effect. 

CARDS EXPOSED BEFORE PLAY 

67. If, after the deal has been completed, 
and before the trump declaration has been 
made, either the dealer or his partner expose 
a card from his hand, the eldest hand may with- 
out consulting his partner claim a new deal. 

68. If, after the deal has been completed, 
and before a card is led, any player shall expose 
a card, his partner shall forfeit the right to 
double or re-double; and in case of a card be- 
ing so exposed by the leader's partner, the deal- 
er may either call the card, or require the 
leader not to lead the suit of the exposed card. 

CARDS EXPOSED DURING PLAY 

69. All cards exposed by the dealer's adver- 
saries are liable to be called, and such cards must 
be left face upward on the table. 



116 BRIDGE 

70. The following are exposed cards: 

1st. Two or more cards played at once. 

2d. &ny card dropped with its face upward, or in 
any way exposed on or above the table, even 
though snatched up so quickly that no one can 
name it. 

3d. Every card so held by a player that his partner 
can see any portion of its face. 

71. A card dropped on the floor or elsewhere 
below the table is not an exposed card. 

72. If two or more cards be played at once 
by either of the dealer's adversaries, the dealer 
shall have the right to call which card he 
pleases to the current trick, and the other card 
or cards shall remain face upward on the table 
and may be demanded at any time. 

73. If, without waiting for his partner to 
play, either of the dealer's adversaries should 
play on the table the best card or lead one which 
is a winning card, as against the dealer and 
dummy, or should continue (without waiting for 
his partner to play) to lead several such cards, 
the dealer may demand that the partner of the 
player in fault, win, if he can, the first, or any 
other of these tricks; and the other cards thus 
improperly played are exposed cards. 

74. If either or both of the dealer's adver- 
saries throw his or their cards on the table face 



BRIDGE 



117 



upward, such cards are exposed and are liable 
to be called; but if either adversary retain his 
hand he cannot be forced to abandon it. If, 
however, the dealer should say, " I have the 
rest," or any other words indicating that the re- 
maining tricks are his, the adversaries of the 
dealer are not liable to have any of their cards 
called should they expose them believing the 
dealer's claim to be true, should it subsequently 
prove false. 

75. If a player who has rendered himself 
liable to have the highest or lowest of a suit 
called (Laws 91, 92, and 100) fail to play as di- 
rected, or if, when called on to lead one suit, 
he lead another having in his hand one or more 
cards of the suit demanded (Law 76) or if 
called upon to win or lose a trick, he fail to do 
so when he can (Laws 73, 82, and 100) he is lia- 
ble to the penalty for revoke, unless such play 
be corrected before the trick is turned and 
quitted. 

LEADS OUT OF TURN 

7 6. If either of the dealer's adversaries lead 
out of turn, the dealer may either call the card 
erroneously led, or may call a suit when it is 
next the turn of either adversary to lead. 

77. One trick taken from the offending 



118 



BRIDGE 



player and added to those of the adversaries 
shall be the penalty if the dealer lead out of 
turn either from his own hand or dummy. This 
penalty may be exacted for as many leads out 
of turn as occur during the play of the deal; 
with the exception of the lead to the thirteenth 
trick. 

78. If any player lead out of turn and the 
other three follow, the trick is complete and 
the error cannot be rectified; but if only the 
second or second and third play to the false 
lead their cards may be taken back; there is 
no penalty against any one except the orig- 
inal offender, who, if he be one of the dealer's 
adversaries, may be penalised as provided in 
Law 76; or, if he be the dealer, as provided in 
Law 77. 

79. In no case can a player be compelled to 
play a card which would oblige him to revoke. 

80. The call of an exposed card may be re- 
peated at every trick until such card has been 
played. 

81. If a player called on to lead a suit have 
none of it, the penalty is paid. 



BRIDGE 119 



CARDS PLAYED IN ERROR 

82. Should the fourth hand (not being 
dummy or dealer) play before the second has 
played to the trick, the latter may be called 
upon to play his highest or lowest card of the 
suit played, or to win or lose the trick. 

83. If any one, not being dummy, omit play- 
ing to a former trick and such error be not cor- 
rected until he has played to the next, the 
adversaries may claim a new deal; should they 
decide that the deal stands good the surplus card 
at the end of the hand is considered to have been 
played to the imperfect trick, but does not con- 
stitute a revoke therein. 

84. If any one (except dummy) play two 
cards to the same trick and the mistake be not 
corrected until the hand is played out, he is 
answerable for any consequent revokes he may 
have made. If during the play of the hand, the 
error be detected, the tricks may be counted face 
downward, in order to ascertain whether there 
be among them a card too many; should this be 
the case, the trick which contains a surplus card 
may be examined and the card restored to its 
original holder, who (not being dummy) shall 
be liable for any revoke he may meanwhile have 
made. 



120 BRIDGE 



THE REVOKE 

85. Should a player (other than dummy) 
holding one or more cards of the suit led, play 
a card of a different suit, he revokes. The 
penalty for a revoke takes precedence of all other 
counts. 

86. Three tricks taken from the revoking 
player and added to those of the adversaries 
shall be the penalty for a revoke. 

87. The penalty is applicable only to the 
score of the game in which it occurs. 

88. Under no circumstances can the revoking 
side score game in that hand. "Whatever their 
previous score may have been, the side revoking 
cannot attain a higher score towards game than 
twenty-eight. 

89. A revoke is established if the trick in 
which it occurs be turned and quitted, i. e., the 
hand removed from the trick after it has been 
gathered and placed face downward on the 
table; or if either the revoking player or his 
partner, whether in his right turn or otherwise, 
has led or played to the following trick. 

90. A player may ask his partner if he has 
no card of the suit which he has renounced; 
should the question be asked before the trick ik 



BRIDGE 



121 



turned and quitted, subsequent turning and quit- 
ting does not establish a revoke ; and the error 
may be corrected unless tbe question be answered 
in the negative, or unless the revoking player or 
his partner has led or played to the following 
trick. 

91. If a player correct his mistake in time to 
save a revoke, any player or players who have 
followed him may withdraw their cards and sub- 
stitute others, and the cards so withdrawn are 
not exposed cards. If the player in fault be one 
of the dealer's adversaries, the card played in 
error is an exposed card and the dealer can call 
it whenever he pleases; or he may require the 
offender to play his highest or lowest card of the 
suit to the trick in which he has renounced. 

92. If the player in fault be the dealer, the 
eldest hand may require him to play the highest 
or lowest card of the suit in which he has re- 
nounced, provided both adversaries of the 
dealer have played to the current trick; but this 
penalty cannot be exacted against the dealer 
when he is fourth in hand, nor can it be en- 
forced at all from dummy. 

93. At the end of a hand the claimants of a 
revoke may search all the tricks. If the cards 
have been mixed the claim may be urged and 



122 BKEDGB 

proved if possible; but no proof is necessary and 
the revoke is established if, after it has been 
claimed, the accused player or his partner mix 
the cards before they have been sufficiently ex- 
amined by the adversaries. 

94. A revoke must be claimed before the 
cards have been cut for the following deal. 

95. Should the players on both sides subject 
themselves to the revoke penalty neither can 
win the game by that hand. 

96. The revoke penalty may be claimed for 
as many revokes as occur during a hand; but the 
accumulated penalty shall in no event exceed 
thirteen (13) tricks. (See Law 7.) 

GENERAL RULES 

97. There should not be any consultation be- 
tween partners as to the enforcement of penal- 
ties. If they do so consult the penalty is paid. 

98. Once a trick is complete, turned and 
quitted it must not be looked at (except under 
Law 84) until the end of the hand. 

99. Any player during the play of a trick or 
after the four cards are played, and before they 
are touched for the purpose of gathering them 
together, may demand that the cards be placed 
before their respective players. 



BRIDGE 123 

100. If either of the dealer's adversaries, 
prior to his partner's playing, should call atten- 
tion to the trick, either by saying it is his, or 
without being requested so to do, by naming his 
card or drawing it towards him, the dealer may 
require that opponent's partner to play his high- 
est or lowest card of the suit led, or to win or 
lose the trick. 

101. Should either of the dealer's adversa- 
ries, during the play of a hand, make any unau- 
thorized reference to any incident of the play, 
or should he call his partner's attention to the 
fact that he is about to play or lead out of turn, 
the dealer may call a suit from the adversary 
whose turn it is next to lead. 

102. In all cases where a penalty has been 
incurred the offender is bound to give reasona- 
ble time for the decision of his adversaries; but 
if a wrong penalty be demanded none can be 
enforced. 

103. Should the partner of the player solely 
entitled to exact a penalty suggest or demand 
the enforcement of it, such action shall be 
deemed a consultation and no penalty can be 
enforced. 



124 BRIDGE 

NEW CARDS 

104* Unless a pack be imperfect, no player 
shall have the right to call for one new pack. 
If fresh cards are demanded two packs must be 
furnished, and paid for by the player who has 
demanded them. If they are furnished during 
a rubber, the adversaries shall have the choice of 
the new cards. If it is the beginning of a new 
rubber the dealer, whether he or one of his ad- 
versaries be the party calling for the new cards, 
shall have the choice. New cards must be called 
for before the pack be cut for a new deal. 

105. A card or cards torn or marked must be 
replaced by agreement or new cards furnished. 

BYSTANDERS 

106. While a bystander, by agreement among 
the players, may decide any question, yet he 
must on no account say anything unless appealed 
to; and if he make any remark which calls at- 
tention to an oversight affecting the score, or to 
the exaction of a penalty, he is liable to be called 
on by the players to pay the stakes (not extras). 



ETIQUETTE 



There is perhaps no game in which slight in- 
timations can convey so much information as 
at Bridge. There is no way of punishing the 
infractors of the following rules save by refus- 
ing to play with them. A code is compiled 
for the purpose of succinctly stating laws and 
for the further purpose of meting out propor- 
tionate punishment to the offenders. To offend 
against one of the rules of etiquette is far more 
serious than to offend against any law in the 
code; for, while in the latter case the offender 
is sure of punishment, in the former the offend- 
ed parties have no redress other than refusal to 
continue to play with the offender. 

Rule 1. Declarations should be made in a 
simple manner thus ; " hearts " " no-trump " or 
when passing — " Make it, partner." 

2. There should be no undue hesitancy in 
passing to partner, as such hesitation might 
influence the make. 

3. As the score should always be left on the 

125 



126 



BRIDGE 



table, it is presumed that every player knows its 
state; therefore, after the cards are dealt, the 
dealer in passing the declaration must not say 
anything to his partner concerning the state of 
the game. Nor should either of the dealer's ad- 
versaries say anything regarding the score. 

4. A player who has the right to double, if 
he intend passing the option to his partner, 
should not indicate any doubt or perplexity in 
regard to exercising such right. 

5. No player should give any indication by 
word or gesture as to the nature of his hand, or 
as to his pleasure or displeasure at a certain play. 

6. If a player demand that the cards be 
placed, he should do so for his own information 
and not in order to call his partner's attention to 
any card or play. 

7. No player, other than the dealer, should 
lead until the preceding trick is turned and 
quitted; nor, after having led a winning card, 
should he draw another from his hand before 
his partner has played to the current trick. 

8. "No player should play a card with such 
emphasis as to draw particular attention to it. 

9. No player should purposely incur a pen- 
alty because he is willing to pay it, nor should 
he make a second revoke to conceal a first one. 



BEIDGrE 



127 



10. Players should avoid discussion and re- 
frain from talking during the play, as it may be 
annoying to players at the table or, perhaps, to 
those at other tables in the room. 

11. A player having been cut out of one table 
should not seek admission into another table un- 
less willing to cut for the privilege of entry; 
this of course does not apply to a person who has 
come from a table which has been broken up. 

12. The dealer's partner should not look over 
either adversary's hand nor leave his seat for the 
purpose of watching his partner's play; nei- 
ther should he call attention to the score nor to 
any card or cards that he or the other players 
hold. 

13. While there is nothing in the code to pre- 
vent doubling ad infinitum, such a practice 
may be attended with undesirable results: such 
as carrying the cost of the game far beyond its 
original design. Therefore, it is suggested that 
100 points be the limit for any one trick. 



GLOSSARY 



Book. — The first six tricks won by the same partners. 

By-cards. — The number of tricks won, more than six, or 
over the " book," is the number " by-cards." For in- 
stance, eight tricks are equal to two by-cards. 

Card of Re-entry. — A winning card which will bring into 
play another suit. Sometimes the re-entry is in the suit 
itself, but when a suit with a re-entry is spoken of it 
means that the re-entry is in another suit. 

Command. — The best card or cards of a suit. The ability to 
stop the suit at any time. 

Covering. — Putting a higher card on the trick when not the 
last player. 

Discarding. — When unable to follow suit, throwing away 
some card of another suit which is not trumps. 

Doubling. — Increasing the value of the trick points. 

Doubtful Card. — Cards which may or may not win the trick. 
The king is led, and you do not know who holds the ace ; 
the king is therefore a doubtful card. 

Dummy. — The player whose cards are exposed on the table. 
The dealer's partner. 

Duplicate. — A modification in which each hand is played 
more than once, usually in tournaments. 

Echo. — Playing a higher card before a lower, when no at- 
tempt is made to win the trick. 

Eldest Hand.— The player on the dealer's left. 

Established Suit. — A suit in which the partners can win 
every trick, no matter who leads it. 

129 



130 



BRIDGE 



Exposed Card. — Any card which is shown, but is not played 
to the trick, such as two cards played at once, one of 
which is an exposed card. 

False Cards. — Playing the ace, holding the king, or any sim- 
ilar attempt to conceal the cards held. 

Finesse. — Any attempt to win a trick with a card which is 
not the best in the hand, nor in sequence with it. 

Forcing. — Making a player trump a suit which he does not 
want to trump. See Ruffing. 

Fourchette. — The cards above and below another card. A Q 
are fourchette over the K. 

Fourth-best. — Counting from the highest card in the suit. 

Going Over. — Doubling the value of the trick points. 

Guarded Suits. — A high card so protected by smaller cards 
that it cannot be caught by the adversaries leading higher 
cards. 

Holding Up. — Refusing to play the best card of a suit. 
Honours. — In trumps, the A K Q J 10 of the suit. At no* 

trump, the four aces. 
Leader. — The first player in any trick. 

Leading Up To. — Playing a suit with a view to what the 

fourth hand holds in it. 
Leading Through.— Leading a suit with a view to what the 

second hand holds in it. 
Little Slam. — Twelve tricks won out of thirteen. 
Losing Card. — Any card which cannot possibly take a trick. 
Love-all. — The state of the score before either side has made 

a point. 

Odd Trick. — The first trick over the book of six. 
Original Lead. — The opening of the hand or suit. 
Re-entry .—See Card of Re-entry. 

Revoke. — Renouncing, while still holding cards of the suit 
led. 

Rubber. — Two out of three games. 

Ruffing. — Trumping a trick willingly. See Forcing. 



BRIDGE 



131 



Slam. — Winning all thirteen tricks. 

Tenace. — The best and third best of a suit. A and Q are 
tenace. 

Third Hand.— The leader's partner. 

Unblocking. — Getting rid of any card which might stop the 

run of a long suit. 
Weakness. — Inability to stop a suit. 

Weak Suits. — Those in which tricks are impossible, or very 
improbable. 



INDEX 



Aces, second hand, playing, 23 

Advantages of discarding 
strength, 41 

Avoid leading certain combina- 
tions, 27 

Avoid leading trumps, 57 

Bad red-suit makes, 22 
Beating dummy's cards, 43 
Black suit declarations, 16 
Bridge, duplicate, 97 
Bridge for three players, 96 
Bridge, laws of, 101 
Bridge, progressive, 98 
Bystanders, 124 

Cards played in error, 119 
Chicane and double chicane, 7 
Choice of seats and cards, 1 
Clubs, 16 

Combining hands of dealer and 

dummy, 64 
Commanding card, holding up, 

54 

Conversation of the game, 4 
Covering honours with hon- 
ours, 42 
Cutting, 103 

Cutting for the right to play, 1 
Cutting out, 105 

Dealer's play at no-trump, 53 
Dealer's play with a declared 
trump, 45 



Dealer's play with a trump, i9 
Dealing, 1, 107 
Declaration, the, 9 
Declaring trumps, 110 
Determining value of the rub- 
ber, 9 

Diamond make, rules for, 16 
Diamonds, 14 

Different systems of discarding, 

39 

Discard after showing a suit, 38 
Discard, the reverse, 41 
Discarding, 38 
Discarding, hints on, 41 
Discarding strength always, 38 
Don't change suits, 48 
Don'ts for bridge players, 58 
Doubling no-trumpers, 23 
Doubling, rules for, 23 
Doubling spades, 23 
Doubling trick values, 3 
Doubling with success, 22 
Doubtful no-trumpers, 43 
Dummy, 113 
Dummy bridge, 64 
Dummy's hand and duties, 4 
Dummy holding tenaces, 43 
Duplicate bridge, 97 

Echo at no trump, 45 
Echo, the, 44 

Echo to show you can ruff, 45 
Eleven, the rule of, 30 



134 



INDEX 



Entry, rights of, 105 
Error, cards played in, 119 
Estimating value of hands, 22 
Examples of original leads, 32 
Examples of original makes, 20 
Exposing cards before play, 115 
Exposing cards during play, 
115 

Finessing, 66 

Finessing by the dealer, 57 
Finessing on partner's lead, 44 
First trick, after the, 34 
Forcing the strong trump hand, 
35 

Forming tables, 104 
Fourth-best leads, 30 

Game, points in the, 2 
General rules of play, 122 
Giving partner information, 29 
Glossary, 129 
Going over, 111 
Good suits to lead, 29 
Guarded suits, meaning of, 12 

Hand, estimating value of, 22 
Heart convention, 26 
Hearts, 13 

Hearts instead of no-trump, 13 
Hearts led at double no-trump, 
26 

Hearts, rules for make, 14 
High cards, second hand, 43 
Hints for discarding, 41 
Holding a combination, 56 
Holding up the command, 55 
Honours are a separate score, 2 
Honours, value of, 7 
Honours when there is a 
trump, 7 



Honours when there is no 
trump, 7 

Illustrative hands, 73 
Importance of good makes, 10 
Importance of the score, 9 
Inferences, 62 

Inferring what dealer holds, 48 
Judgment in the makes, 10 
Keeping command of a suit, 73 

Laws of bridge, 101 

Lead when partner has doub- 
led, 25 

Leading aces first, 29 

Leading from three honours, 29 

Leading from weakness to 
strength, 34, 56 

Leading high cards, 27 

Leading red suits instead of 
black, 51 

Leading short suits, 36 

Leading through strength, 56 

Leading to partner's suit, 48 

Leading trumps, 46 

Leading up to weakness, 31 

Leading weak suits, 51 

Leads out of turn, 117 

Letting the weak hand ruff, 47 

Longest suit should be played 
first, 54 

Makes, examples of original, 
20 

Makes, passed, 19 
Making the trump, 10 
Making up the table, 1 
Mannerisms, 59 
Memory, 60 



INDEX 



135 



Method of scoring, 6 
Misdeals, none in bridge, 2 

New cards, 124 
New deal, 108 

Non-dealer's play against a de- 
clared trump, 27 

Non-dealer's play at no-trump, 
47 

Non-dealer's play, second hand, 
42 

Non-dealer's play, third hand, 
43 

No-trump declaration by deal- 
er, rules for, 12 
No-trump makes, 10 

Object of leading through 

strength, 56 
Object of the game, 2 
Opening leads at 44 no-trump," 

50 

Opening leads, examples of, 32 
Original leads against a declared 

trump, 28 
Original leads in no-trump, 52 
Original leads with a trump, 28 
Original makes, examples of, 20 
Original no-trump makes, 17 

Partner doubles, suit to lead, 22 
Partner's suit, leading to, 49 
Passed makes, 19 
Placing aces, second hand, 43 
Placing cards by eleven rule, 30 
Play of the cards, 4 
Players, number of, 1 
Playing your suit, not part- 
ner's, 49 
Points in the game, 2 
Preventing revokes, 6 



Probable value of partner's 

hand, Jl 
Progressive bridge, 98 
Protection, or guarded suits, 12 
Protecting suits and honours, 

42 

Rank of cards in cutting, 1 
Rank of cards in play, 4 
Redoubling trick values, 3, 4 
Re-entry cards, 77 
Returning partner's suits, 48 
Reverse discards, 41 
Revoke, the, 120 
Revoke, to prevent a, 6 
Rights of entry, 105 
Rubber, the, 101 
Rubber points added, 2 
Ruff before leading trumps, 83 
Rules for discarding, 38, 41 
Rules for doubling, 23 
Rules for finessing, 59, 66 
Rules for forcing, 35 
Rules for inferences, 62 
Rules for leading short suits, 36 
Rules for leading trumps, 46 
Rules for no-trump makes, 12 
Rules for passed makes, 19 
Rules for playing to the score, 9 

Score-sheet, how used, 8 
Scoring, 6, 101 
Scoring, knowledge of, 9 
Scoring, method of, 8 
Second-hand play, dealer and 

dummy, 65 
Second-hand plays, 67 
Seeing dummy's hand, 27 
Short suits, when to lead, 36 
Shuffling, 106 
Shuffling the still pack, 1 



136 



IXDEX 



Slams and their value, 7 
Spade makes, defensive, 17 
Spades, 16 

Specimen score-sheet, 8 
Suggestions for doubling. 33 
Suggestions for the non-dealer. 
63. 

Table of honour values, 7 
Table of leads at no-trump, 52 
Tables, forming. 104 
Taking the lead, 54 
Three-handed bridge, 96 
Trick values, table of, 3 
Trump, declaring the, 3 
Trump, the, 101 



Trumps, avoid leading. 57 
Trumps, declaring, 110 
Trumps, how made, 5 
Trumps, leading, 46 

Unblocking, 53 

Value of any hand, 22 
Value of partner's hand, 11 
Value of trumps you hold, 23 

Weak no-trump makes, 12 
Weakness, leading up to, 31 
Weak suits at doubled no- 
trump, 31 
Weak-suit convention, 26 



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